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Old 11-24-2010, 01:34 AM   Top  -  End  -  #1
herrhauptmann
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Join Date: Jun 2007
Default The Mancer (3.X/PF compatible)



The origin of the beings known as Mancers are not very well known, even to the greatest of the sages across the planes. However, this is not a result of a great and dark secret stretching back to the dawn of time when even the Gods were young. It is because on each world, the Mancers have been empowered by the elemental lords due to a different stimulus.

Four Elemental Lords grant power to their chosen agents. And in each world the first mancers came into their power recently. In each world, the Mancer is tasked with ensuring the elemental planes do not become unbalanced, in which case, a conjunction of the planes would cause the full primal fury of one or more Elemental Plane to spill into the prime material plane in a continental sized planar rift.
Beyond these facts, there are no similarities in the origin of the Mancer.
In one world:
Spoiler

LevelBABFortRefWillSpecial Abilities-1--2--3--4--5--6-
10202Chosen Element, Resist Domain 5, Node sensitive 2-----
21303Cho Apotheosis(Focused feat) 2-----
32313Node Defense 32----
43414Resist Domain 10 32----
53414Channel Ability 1 432---
64525Dowsing 1/day 432---
75525Elemental Sustenance 5432--
86/1626Resist Domain 15 5432--
96/1636Elemental Travel 55432-
107/2737Channel Ability 2 55432-
118/3737Suppress Node 1/day 555432
129/4848Elemental Control, Resist Domain 20 555432
139/4848Node traveling 555543
1410/5949Elemental Raiment 1 555543
1511/6/1959Elemental Visage 555554
1612/7/210510Resist Domain 25 555554
1712/7/210510Erase Node 1/week 555555
1813/8/311611 Elemental Resilience 555555
1914/9/511611 Elemental Raiment 2 555555
2015/10/512612Elemental Servants Elemental Immunity 555555

Mancers make fierce opponents in the field of battle. Skilled fighters with the ability to further enhance their combat prowess with many varieties of elemental aspects one never can be sure just what they will encounter when facing a Mancer. One thing is sure; it will not be an easy fight.
Alignment: Earth: Any lawful, Fire: Any chaotic, Air: Any neutral, Water: Any
HD: d8
Skill Points at 1st Level: (4+Int mod)x4
Skill Points at Each Additional Level: 4+Int
Class Skills:
  • Concentration (Con), Climb (str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Planes) (Int), Knowledge (nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Survival (Wis), Swim (Str), Spellcraft (int).
    Specific Class skills: Each mancer gets the associated skill as a class skill.
  • Earth: Balance Air: Spot Fire: Tumble water: Use magic Device Mancers no longer get an additional class skill based on their element. Perhaps with some reworking, it can be set up so that each seems to fit with the element, but for now, it seems forced.
  • In Pathfinder:
    Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Survival (Wis), Swim (Str), Spellcraft (Int).
  • Pathfinder has no element specific skills
Weapon and Armor Proficiencies: All simple and martial weapons. All armor and shields excluding the tower shield.



Chosen Domain: All Mancers select an elemental domain at the beginning of their training. The chosen element will be treated as if they are cast as divine spells. All components and costs of the spell must be included in the casting. Because of the focused nature of the Mancer class, if they multiclass into any other character class or prestige class, they can no longer continue gaining levels of Mancer unless otherwise noted.


Domain Spell (Sp):
Each mancer is empowered by one elemental lord, and as such, each mancer gains access to a certain set of spells as determined by their elemental lord. (choose only from your chosen element)
If a mancers casting stat is high enough, he may gain access to additional spells per day the same as a wizard or sorcerer would.
A mancers casting stat is also a reflection of the inclinations and personality of his elemental lord.
For earth, it is strength. For fire, it is intelligence. For water, it is constitution. Finally, for air it is dexterity.

DomainMancer NameCasting AbilityPF casting ability
AirAeromancerDexDex or Int
EarthTerramancerStrStr or Wis
FirePyromancerIntDex or Cha
WaterAquamancerConDex or Wis
A Mancer casts divine spells similar to those of a cleric or druid. He prepares his spells at a time of day dependent on his elemental lord (Grumbar, Akadi, Kossuth, and Ishtishia). Because his spells are divine, a Mancer does not suffer from Arcane Spell Failure due to wearing heavy armor, nor does he become unable to use his class features due to wearing armor of certain materials as druids do.
Many Mancers find and use a totem in a manner similar to a clerics holy symbol, yet this is far from necessary. For the Mancer is in truth, his own holy symbol, and needs no divine focus. However, many spells still require the Mancer to have one or both hands free.
The casting stats were chosen so that 3.0/3.5 Genasi can take the mancer class, and not have the casting stat be their penalty stat (charisma in all cases, as well as additional stat for Air and Earth). Additionally, each mancer was supposed to get a different casting stat, which I hoped would affect their fighting style (seems to work for Air and Earth). This was done because each genasi was also supposed to treat the appropriate Mancer variety as its favored class rather than fighter.
But in PF, the planetouched have different stat bonuses and penalties (and favored class bonuses). So perhaps the casting stat should be changed.

Element3.X stat boost3.X Stat PenaltyPF Stat BoostPF Stat penalty
Air+2 Dex and Int-2 Wis and Cha+2 Dex and Int-2 Con
Earth+2 Con and Str-2 Wis and Cha+2 Str and Wis-2 Cha
Fire+2 Int-2 Cha+2 Dex and Cha-2 Wis
Water+2 Con-2 Cha+2 Dex and Wis-2 Str




Node Sensitive: (Bonus Feat)
Invested with powers by one of the Elemental Lords, you have learned of the secret of the node magics.
Benefit: A Mancer with this feat automatically notes the presence of any elemental node with 30 feet.
Exception: If a node has been suppressed via the spell Suppress Node must make a DC 20 Intelligence check to note the presence of the suppressed node. A character without this feat cannot note a suppressed node at all
Normal: A creature without this feat that comes within 30 feet of a node can make a DC20 Intelligence check to note the presence of a node. A creature with the Node Spellcasting Feat can attempt either an intelligence check, or a spellcraft check at the same DC to notice the node.

Focused Feat (Ex):
The Mancer gains a bonus feat. He must chose between an Elemental feat of his Domain. (i.e. Fire Mancer would select a fire feat) or he may also select from the fighters Feat list as well. Furthermore, mancers may select from the devotion feats available in Complete Champion. He may select a devotion which matches his alignment (good, evil, law, or chaos), or the one corresponding to his Cho, his element (earth, air, fire water)

Node Defense:
A mancer can use this feat even if he does not meet the normal prerequisites (node spellcasting feat). A mancer receives an insight bonus to his armor class and saving throws equal to the class of any earth node layer he currently occupies, up to a maximum of One third his level (round down). Thus a 20th level mancer only gets +6 to his defense and saving throws, even if he is a node layer of 7th level or higher. If his level is higher than the level of the node layer, then the maximum he can get is equal to the node layer.

Dowsing (SU)-
Once per day, a mancer of 6th level or higher can cast the spell Locate Node as a supernatural ability.
Spoiler


Channeled Ability (Su):
At 5th level, a Mancer is granted the supernatural ability to channel special weapon abilities into a wielded weapon through prayer. With eight hours of uninterrupted meditation, a Mancer can wield a simple or martial weapon that was the focus of the prayer and bestow the listed ability to it at will. At tenth level, the Mancer can bestow the second ability at will. The weapon while empowered appears to be magical, but does not when the ability is suppressed (unless the weapon was already magical). If the chosen weapon already has the listed ability, it does not stack.
The channeled ability ends when dropped or set down by the wielder, and can be restarted at will so long as no other mancer has used the same weapon for their own channeled ability.
(See table for correspondence).
DomainMancer NameOpposed DomainAbility 1Ability 2Casting Ability
AirAeromancerEarthShockShocking BurstDex
EarthTerramancerAirCorrosiveAcidic BurstStr
FirePyromancerWaterFlamingFlaming BurstInt
WaterAquamancerFireFrostIcy BurstCon

Cho Apotheosis (Elemental Travel) (Ex): The Mancer gains an extra movement type based on their chosen element:
  • EARTH: Gain natural burrow, at same speed as land movement.
  • AIR: Gain natural fly speed of 30ft Average maneuverability
  • FIRE: Land speed increased to 50ft. If the character’s natural speed is the same or faster, increase by 10ft.
  • WATER: Gain natural swim speed of 30ft and water breathing. You also take no penalties on attacks or movement while underwater (as if under effect of freedom of movement). You can always take 10 on a swim check, even if distracted or endangered, and you can use the run action while swimming.
Most aquamancers are probably water genasi anyway, so waterbreathing isn't much of a change.
Trying to strike a balance between the 4 elemental travels. Currently believe that the Terramancer lags behind significantly, while the Aero is far ahead.


Suppress Node (SU)-
Once per day, a mancer of 11th level or higher can cast the spell Suppress Node. The spell is intended to prevent its use by any who would misuse a nodes power, namely anyone. Similar to the spell Node Lock, with a few key differences.
Spoiler


Elemental Control (Su):
Advancing in mastery of his chosen domain, a 12th level Mancer gains a measure of control over creatures which partake of his element.
  • Air: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
  • Earth: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
  • Fire: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
  • Water: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Furthermore, if a mancer has levels in a class which provides its own elemental turning, those levels stack with his mancer levels.
For example, Dra'gat, a 12th level Terramancer and 3rd level cleric with earth and fire domains, may turn and destroy air elementals as a 15th level cleric turns undead. He may rebuke, command, or bolster earth elementals as a 15th level evil cleric rebukes undead. While his control over fire and water elementals (from Cleric domain Fire) is the same as a 3rd level cleric.

Node Traveling (SU)
A mancer may instantly transfer himself from one earth node to any other earth node he has visited 3 times per day, similar to the spell Node Door.
Spoiler


Elemental Visage (Ex):
The Mancer gains an elemental visage depending on the chosen domain:
EARTH: Skin hardens, gain DR of 4/-
AIR: Small ebbs of air surround the Mancer, gain +3 deflection bonus to AC
FIRE: Constant warmth fills body, fast healing 2 up to half of normal hitpoints.
WATER: Extremely fluid movement, gain +3 dodge bonus to AC

Elemental Sustenance (Ex):
Nearing a perfect harmonious balance with his chosen domain, the Mancer can sustain himself on merely the element that he embodies. The Mancer is now immune to fatigue and constantly under the effect of a ring of sustenance, as per the magic item (DMG pg 233).

Elemental Raiment 1 (EX)-
When struck in melee by a natural weapon, unarmed strike, or nonreach weapon, the attacker is damaged by the raw elements spewing from the wound. Damage scales in response to the size of the weapon used. 1d6 for a medium weapon, 2d6 for a large weapon (ex: An ogre's greatclub, a Gold [heavy] weapon held by a human, or a weapon held by a human with strongarm bracers), 3d6 for huge, etc.
Of the damage dealt by elemental raiment, half is the element which the mancer wields, the other half (rounded down), is the raw stuffs of the planes, and is not subject to resistance. All damage dealt from Elemental Raiment is of the same element as wielded by the Mancer (fire for fire, acid for earth, etc)

Erase Node (SU)
Once per week, a mancer of 17th level may cast the spell Erase Node.
Spoiler


Elemental Resilience (ex)-
All Mancers, regardless of chosen domain, gain a +4 racial bonus to poison, sleep, paralysis, and stunning. Also, they gain a 25% chance of ignoring any critical hit or sneak attack.

Elemental Raiment 2 (ex)-
A mancer is never an easy opponent to fight. And even when you think you've finally defeated one, you find that your troubles are just beginning.
Spoiler


Domain Immunity (Ex):
At 20th level, Mancers are so in tune to their chosen domain that they are completely immune to the element associated with it and can choose to suppress this ability

Elemental Servants (Su)
Spoiler



Newest changes.
Adjusted total spells known, 0 to 3, on such a limited spell list was painful in the last playtest.
Also got rid of the 'only prepares one spell multiple times at each level.' Tried it, and just got stuck preparing the 'best' spells at each level.

Last edited by herrhauptmann : 01-03-2013 at 08:31 PM.
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Old 11-24-2010, 01:35 AM   Top  -  End  -  #2
herrhauptmann
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Default Re: The Mancer (3.X/PF compatible)

Spoiler

Last edited by herrhauptmann : 02-03-2011 at 11:07 PM.
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Old 11-24-2010, 01:36 AM   Top  -  End  -  #3
herrhauptmann
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Default Re: The Mancer (3.X/PF compatible)

Reserved: Spell lists


1st level spells
EarthFireWindWater
Mire Burning handsShocking Grasp Grease
Tremor Lure of flameShock Shield Obscuring Mist
Fist of Stone Flame Shield Benign TranspositionRefresh

2nd level spells
EarthFireWindWater
Earthbind Combust (SC) Wind ArmorIce Knife (SC)
Granite Hide Animate Fire (SC) Levitate Blur
Earthen Grasp Body of FireLightning Blade Dehydrate
Windblade 'officially' changed to lightning blade on 21Jan2013. See Complete Arcane.
3rd level
EarthFireWindWater
Meld into Stone Fiery Rage Blink Displacement
Erupting Earth Fireball Lightning BoltSleet storm
Encase in Stone Ray of ExhaustionHaste Vigor

4th level
EarthFireWindWater
Fist of Grumbar Blistering RadianceForce WindWall of water (SC)
Spike Stone Melt MetalInvisibility GreaterCreeping Cold, Greater (SC)
Stone Skin Fire StrideFreedom of MovementWater to Poison (Com Arc)
Fist of Grumbar is nearly identical to the Deepstone Sentinenel ability Dragon's Tooth (ToB, pg 106)
5th
EarthFireWindWater
Earths Embrace Fireburst, greaterCyclonic BlastSolid Fog
Passwall Wave of ExhaustionTeleportHeal
Stoneblast Prison of FireWall of ForceCone of Cold

6th
EarthFireWindWater
Stonehold Magma VentChain LightningRestoration greater
Stone Body Spontaneous CombustionControl WindFreezing Sphere
Wall of Iron Lava SkinGreater TeleportFreezing Fog

Last edited by herrhauptmann : 01-21-2013 at 10:04 PM.
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Old 11-24-2010, 01:37 AM   Top  -  End  -  #4
herrhauptmann
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Default Re: The Mancer (3.X/PF compatible)

Reserved: Homebrewed spells (fire) and rationale

1)
Lure of flame
Flameshield (fire version only)
Burning Hands

2)
Combust (SC)
Spoiler

Body of fire
Spoiler

Animate Fire
Spoiler


3)
Fiery rage
fireball PHB
ray of exhaustion PHB

4)
Blistering radiance
Melt Metal
Fire Stride
5)
Fireburst greater SC
Wave of Exhaustion PHB
Prison of Fire
Spoiler

6)
Magma vent
Spoiler

Spontaneous combustion
Spoiler

Lava Skin

The basic idea of the spells. At each spell level, a mancer has the opportunity for damage, battlefield control, buff/debuff.
--Body of Fire:
--Melt metal: Like heat metal, fort save DC 10+.5CL + attribute. Success (see heat metal). Fail: metal melts, take damage from molten metal. magic items get magic bonus to save.
--Fire burst: Take a fire, it explodes, 1d10/CL. max is 15d10.
--Prison of Fire: Like Force cage, can do continual heat effect same a wall of fire. Touching does 1d6 fire per round
--Spontaneous Combustion, like disintegrate, success and you take fire damage
--Lava skin: Lava on skin (as DMG), your stuff is A-OK
--Magma Vent:

Last edited by herrhauptmann : 12-10-2012 at 11:58 PM.
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Old 11-24-2010, 01:38 AM   Top  -  End  -  #5
herrhauptmann
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Join Date: Jun 2007
Default Re: The Mancer (3.X/PF compatible)

Reserved: Homebrewed spells (water) and rationale
As originally intended, the aquamancer would have had a great many homebrewed spells, since the water it channeled would have been from the primordial soup of life.
However, as you can see, the water spell list contains a great many spells that are Cure types, or other restoratives. I've chosen this option because of what I think of as the Healer Conundrum. The Healer class, does excellent with healing spells, but because that's about all it does, the class becomes limited in actual game play. So I believe that if the aquamancer is going to be forced into a healbot role, then he should at least get those spells earlier than he would otherwise.

Current water spells:
1)
Grease
Obscuring Mist
Refresh

2)
Ice KnifeSC
Blur
Dehydrate

3)
Displacement
Sleet Storm Change to Iceflowers? Makes it match the earth spell Erupting Earth.
Vigor

4)
Wall of WaterSC
Creeping Cold, GreaterSC
Water to PoisonC.Arc

5)
Solid Fog
Heal
Cone of Cold

6)
Restoration, greater
Freezing Sphere
Freezing Fog

Last edited by herrhauptmann : 07-30-2012 at 06:33 PM.
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Old 11-24-2010, 01:40 AM   Top  -  End  -  #6
herrhauptmann
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Default Re: The Mancer (3.X/PF compatible)


Listen bones of the earth,
listen for so speaks Grumbars hand.
Tremble and shake.
Crack and break.




1)
Mire:
Spoiler

Tremor:
Spoiler

Fist of Stone: SC
Spoiler




2)
Spike stones (minor): Standard Action. As spike stones, but 1d4 damage
Earthbind (SC).
Spoiler

Granite Hide: Abjuration (earth). Verbal, Somatic. Standard Action. Creature touched gains 1 Natural Armor +1 / 23 Cl (2 at CL3, 3 at CL 5, etc). Max +5 at CL9. Creatures without natural armor such as humans, count as if having Natural Armor +0 Lasts 1 hour per level.
Identical to barkskin in effect.
Spoiler



Earthen Grasp-
Spoiler




3)
Meld into stone- Trans(earth). Verbal, Somatic, Altered, allows caster and a light load.
Encase in stone-
Spoiler

--Erupting earth: See Ice Flowers, no ice damage, max 10d6
Spoiler


Maybe replace meld into stone with 'Walk the mountains path.' from Races of Stone 163.


4)
Spikestone (PHB)
Stoneskin (PHB)
Fist of Grumbar
Spoiler




5)
Passwall
Stoneblast
Earths embrace
Spoiler




6)
Stonehold SC
Spoiler

Stonebody SC
Spoiler

Wall of iron PHB

Last edited by herrhauptmann : 02-21-2013 at 09:57 PM.
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Old 11-24-2010, 01:41 AM   Top  -  End  -  #7
herrhauptmann
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Default Re: The Mancer (3.X/PF compatible)


Reserved: Homebrewed spells (air) and rationale
1)
Shocking Grasp:
Benign Transposition: (SC)
Fingers of the WindMage Armor Shock Shield:
Spoiler



2)
Wind Armor: Deflection bonus to armor, 1/ every 3 caster levels. Doubled against ranged attacks. Abjuration[Air]. Range: Touch. 10 minutes/level
Spoiler

Levitate:
Lightning Blade(Complete arcane 113)
Spoiler

3)
Blink:
Lightning Bolt:
Haste:


4)
Invisibility Greater:
Freedom of Movement:
Force Wind:[Air] Upgraded gust of wind, double everything
Spoiler


5)
Teleport:
Wall of Force:
Cyclonic Blast:
DR 314:
Spoiler


6)
Chain Lightning
Control Wind
Greater Teleport

Last edited by herrhauptmann : 01-21-2013 at 10:15 PM.
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Old 11-24-2010, 02:00 AM   Top  -  End  -  #8
herrhauptmann
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Join Date: Jun 2007
Default Re: The Mancer (3.X/PF compatible)

Future Fixes:
Doublecheck skill list. Should be approximately fighter+druid.
Spell: Fingers of the Wind. What the hell was I thinking of when I wrote it? What should be game effect? Very few low level wind spells in crystal keep archives. F*** it. Mage armor.
Specify that a mancers spells include [Air/Earth/Fire/Water] descriptor/subtype, even if the standard version of the spell doesn't have that descriptor.
Fire spells. THEY'RE STILL NOT DONE. STOP SLACKING!!
Elemental Servants Limitation. Technically it can be performed round after round. That's not right.
What if there's 3 mancers present? Earth, Fire, and Air? Fire and Earth join powers, then what about Air?

Water mancer has "water to poison" what was I thinking?


Link to mancer prefixes. http://translate.google.com/#en/la/A...%0ALight%0A%0A



Future notes:
Dark Mancer class.
Powered directly by Tharizdun rather than Ogremoch, Yan-C-Bin and others. Each dark mancer makes a choice at first level which element to take. This specifies later abilities. Cannot be changed.
2 Negative energy or darkness type spells at each level, and one elemental spell (taken from regular mancers list, probably a damage spell. Perhaps it's the mancers choice which spell he wants. If so, choice made when level gained, and cannot be changed). Element of the third spell comes from the dark mancers chosen element.
Damage dealt by spells is half negative, and half elemental.

Fallen/failed mancers can become dark mancers by receiving atonement spell from a cleric of Tharizdun.
Mechanics of the swap?

Holy Mancer
A prestige class. CAN take levels in holy mancer and return to regular mancer class.
Only entered after Mancer 10?
Prereqs:Good alignment?
Holy mancer levels add to mancer levels for purpose of elemental servants ability. Thus, a Pyromancer 15/HM5 can perform elemental servants as if he were a Pyromancer 20.
HM can perform Elemental Servants with any other mancer. Pyro10/HM10 can use ES with an Aquamancer 20. Result would be a summoning of either Fire or Water elemental. Both mancers involved gain a template of the same element as the Elemental(s) that were summoned.

Also, I don't want to hear any complaints about how -Mancer is a suffix and not a word. Or how the suffixes are a mix of bad greek and latin. If you're going to go that route, just admit that you don't like my brainchild (or me). You'll seem less petty.

Last edited by herrhauptmann : 07-30-2012 at 07:29 PM.
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Old 07-30-2012, 07:50 PM   Top  -  End  -  #9
herrhauptmann
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Default Re: The Mancer (3.X/PF compatible)

Ok, while finetuning my mancer class, I've realized that some things don't work so in PF (different mechanics, different racial bonuses, whatever). Spell names and overall effects will remain the same.

So, I'm going to split this up, 3.5 Mancer, and PF Mancer.
This post is reserved for PF mancer.
Next will be Fire, then Water, Earth, and Air spells.

Finally, The Holy Mancer PrC. (3.5 and PF versions in one)
3.5 and PF Holy mancer spells (if any)

Last: Dark/Fallen Mancer. 3.5 and PF are separated
Dark Mancer spells. Both versions.
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Old 07-30-2012, 07:52 PM   Top  -  End  -  #10
herrhauptmann
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Default Re: The Mancer (3.X/PF compatible)

Notespace:
Removed fire spells:

Flame Jet
Spoiler

Last edited by herrhauptmann : 12-10-2012 at 11:59 PM.
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Old 07-30-2012, 07:53 PM   Top  -  End  -  #11
herrhauptmann
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Default Re: The Mancer (3.X/PF compatible)

Reserved for PF Water spells.
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Old 07-30-2012, 07:54 PM   Top  -  End  -  #12
herrhauptmann
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Default Re: The Mancer (3.X/PF compatible)

Reserved for PF earth spells
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Old 07-30-2012, 07:56 PM   Top  -  End  -  #13
herrhauptmann
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Default Re: The Mancer (3.X/PF compatible)

Reserved for PF air spells.
1)
Shock shield: http://www.d20pfsrd.com/magic/all-spells/s/shock-shield
Shocking grasp
2)

3)

4)
Shocking image: http://www.d20pfsrd.com/magic/all-sp...shocking-image

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Old 07-30-2012, 07:58 PM   Top  -  End  -  #14
herrhauptmann
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Default Sanctified Mancer (3.X/PF compatible)

Holy Mancer
A prestige class. CAN take levels in holy mancer and return to regular mancer class.

Prereqs:
  • Good alignment, or Lawful Neutral.
  • Able to cast 4th level divine spells.
  • Feats: Node sensitive and Node defense
  • Special
    Character must have access to one of the following Domains: Air, Fire, Water, Earth (the mancer chosen element counts for the purpose of a domain). Or be a druid.
Holy mancer levels add to mancer levels for purpose of elemental servants ability. Thus, a Pyromancer 15/HM5 can perform elemental servants as if he were a Pyromancer 20.
HM can perform Elemental Servants with any other mancer. Pyro10/HM10 can use ES with an Aquamancer 20. Result would be a summoning of either Fire or Water elemental. Both mancers involved gain a template of the same element as the Elemental(s) that were summoned.


LevelBABFortRefWillSpecial Abilities-1--2--3--4--5--6-
11200Stuff 0-----
22300stuff 1-----
33311stuff 20----
44411Supress Node 1/day 31----
55411Holy Channel 320---
66522Node Traveling 331---
77522Stuff 3320--
88622Stuff 3331--
99633Elemental Travel 33320-
1010733 Erase Node 33331-



Suppress Node (SU)-
Once per day, a sanctimancer of 4th level or higher can cast the spell Suppress Node. The spell is intended to prevent its use by any who would misuse a nodes power, namely anyone. Similar to the spell Node Lock, with a few key differences.
If a sanctimancer has access to Suppress Node from another source (ex: Mancer 11), his total daily uses of Suppress Node rise.
Spoiler


Node Traveling (SU)
A mancer may instantly transfer himself from one earth node to any other earth node he has visited 3 times per day, similar to the spell Node Door.
Spoiler


Erase Node (SU)
Once per week, a sanctimancer of 10th level may cast the spell Erase Node with a caster level equal to his character level.
Spoiler
Spoiler


Holy Channel (Su)

A Sanctimancer of 5th level is granted the supernatural ability to channel holy energies into a wielded weapon through prayer. With eight hours of uninterrupted meditation, a Mancer can wield the melee weapon that was the focus of the prayer and bestow upon it the Holy ability. As the channeled ability ends whenever set down or dropped by the wielder, an evil person can hold the weapon without experiencing a loss in level.

Special: If a Sanctimancer is also a 5th level mancer, he can bestow his Holy Channel ability on the same weapon as his Mancer Channeled Ability, or he can use different weapons if he so chooses. However, only one (holy or acid/flaming/shocking/frost) can be active at a time. Such a mancer can swap active abilities with a full round action.

Special: If a Sanctimancer is also a 10th level mancer, he can bestow his Holy Channel ability on the same weapon as his Mancer Channeled Ability, or he can use different weapons if he so chooses. However, in this case, he can have both his Holy Channel, and Channeled Ability 1 (from Mancer 5) active at the same time. Such a mancer can swap active abilities (Holy+acid/flaming/shocking/frost, or acidic/flaming/shocking/icy burst) with a full round action.

Last edited by herrhauptmann : 11-11-2012 at 07:50 PM.
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Old 07-30-2012, 07:59 PM   Top  -  End  -  #15
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Default Re: The Mancer (3.X/PF compatible)

Holy mancer PrC spells
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Old 07-30-2012, 08:01 PM   Top  -  End  -  #16
herrhauptmann
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Default 3.5 Dark Mancer or Umbramancer

3.5 Dark Mancer

Powered directly by Tharizdun rather than Ogremoch, Yan-C-Bin and others. Each dark mancer makes a choice at first level which element to take. This specifies later abilities. Cannot be changed.
2 Negative energy or darkness type spells at each level, and one elemental spell (taken from regular mancers list, probably a damage spell. Perhaps it's the mancers choice which spell he wants. If so, choice made when level gained, and cannot be changed). Element of the third spell comes from the dark mancers chosen element.
Damage dealt by spells is half negative, and half elemental.

Fallen/failed mancers can become dark mancers by receiving atonement spell from a cleric of Tharizdun.
Mechanics of the swap?


Alignment: Evil only
HD: d8
Skill Points:
Class Skills
LevelBABFRWAbilities
10202Aura of Evil, Node Sensitive
21303Node Casting
32313Node Defense
43414 
53414 
64525Dowsing 1/day
75525 
86/1626 
96/1636 
107/2737 
118/3737 
129/4848 
139/4848Node Traveling
1410/5949 
1511/6/1959 
1612/7/210510 
1712/7/210510Create Node 1/week
1813/8/311611Elemental Resilience
1914/9/411611 
2015/10/512612 
Aura of Evil:
The power of an Umbramancers aura of evil is equal to his mancer level, plus his levels in cleric, blackguard, or any other class which grants an aura of evil.
Node Sensitive: (Bonus Feat)
Invested with powers by Tharizdun, you have learned of the secret of the node magics.
Benefit: A Mancer with this feat automatically notes the presence of any elemental node with 30 feet.
Exception: If a node has been suppressed via the spell Suppress Node, the Mancer must make a DC 20 Intelligence check to note the presence of the suppressed node. A character without this feat cannot note a suppressed node at all
Normal: A creature without this feat that comes within 30 feet of a node can make a DC20 Intelligence check to note the presence of a node. A creature with the Node Spellcasting Feat can attempt either an intelligence check, or a spellcraft check at the same DC to notice the node.

Node Casting:


Node Defense:
A mancer receives an insight bonus to his armor class and saving throws equal to the class of any earth node layer he currently occupies, up to a maximum of One third his level (round down). If his level is higher than the level of the node layer, then the maximum bonus he can get is equal to the node layer. Thus a 20th level mancer only gets +6 to his defense and saving throws, even if he is in a node layer of 7th level or higher.

Dowsing (SU)-
Once per day, a mancer of 6th level or higher can cast the spell Locate Node as a supernatural ability.
Spoiler


Create Node(SU)
Once per week, a mancer of 17th level or higher can cast the spell create node as a supernatural ability.


Elemental Resilience (ex)-
All Mancers, regardless of chosen domain, gain a +4 racial bonus to poison, sleep, paralysis, and stunning. Also, they gain a 25% chance of ignoring any critical hit or sneak attack.

Last edited by herrhauptmann : 07-31-2012 at 12:22 AM.
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Old 07-30-2012, 08:02 PM   Top  -  End  -  #17
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Default Re: The Mancer (3.X/PF compatible)

PF Dark Mancer
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Old 07-30-2012, 08:03 PM   Top  -  End  -  #18
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Default Re: The Mancer (3.X/PF compatible)

Dark mancer spells. Both versions.
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