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    Titan in the Playground
    Join Date
    Jun 2006
    Location
    Fairfield, CA
    Gender
    Male

    Default [Class] Planar Adept (formerly Thaumaturge)

    The Planar Adept is essentially a step taken upwards from the Shadowcaster, except that the Planar Adept is not limited to one planar influence. This class is designed to replace the Sorceror.

    Abilities: A Planar Adept's Intelligence and Charisma scores are equally important.

    Alignment: Any.

    Hit Die: d4

    Starting Gold : 3d4x10 gp.

    Starting Age : As wizard (PH 109).

    Class Features
    Class Skills (2 + Int, x4 at 1st level): Concentration, Craft, Hide, Intimidate, Knowledge (all skills taken individually), Move Silently, Profession, Spellcraft, Spot

    Weapon and Armor Proficiency: Planar Adepts are proficient with all simple weapons, no kinds of armor, and no shields.

    Fundamentals (Su): As Fundamentals of Shadow, Tome of Magic pg. 112, except drawn from the Fundamentals list below in addition to the Fundamentals of Shadow listed in the Tome of Magic (pg. 139).

    Spells : As Mysteries and Paths, Tome of Magic pg. 112, except with the following changes:[*]Spells are drawn from the Paths list below in addition to the Paths of Shadow listed in the Tome of Magic (pg. 140).[*]A Planar Adept with a planar focus other than Shadow has a different "tell", though a Planar Adept is not attuned enough to display such a tell until fifth level. These are annotated in the Special Abilities section. The DC 15 Spot check to notice the tell remains the same regardless of the form it takes.[*]The Planar Adept learns two spells per level instead of one.

    Bonus Feats : As Bonus Feats, Tome of Magic pg. 113.

    Sense Ability (Su) : At third level, a Planar Adept's connection to the planes reaches a sort of attunement, and the Planar Adept acquires a sense ability, selected from the list below. At seventh level, this ability improves.

    Special Ability (Ex) : At fifth level and every five levels thereafter, a Planar Adept receives bolstering affects from the plane they are most attuned to. These are selected from the Special Abilities list below. A Planar Adept may only select one list to gain the benefits of, but it may differ from the planar sense ability chosen at level 3.

    Planar Adept Progression
    {table]
    [tr][td]Level[/td] [td]Base Attack Bonus[/td] [td]Fort Save[/td] [td]Ref Save[/td] [td]Will Save[/td] [td]Special[/td][/tr]

    [tr][td]1st[/td] [td]+0[/td] [td]+2[/td] [td]+0[/td] [td]+2[/td] [td]Fundamentals, Apprentice Spells[/td][/tr]

    [tr][td]2nd[/td] [td]+1[/td] [td]+3[/td] [td]+0[/td] [td]+3[/td] [td]Bonus Feat (see text)[/td][/tr]

    [tr][td]3rd[/td] [td]+1[/td] [td]+3[/td] [td]+1[/td] [td]+3[/td] [td]Sense Ability[/td][/tr]

    [tr][td]4th[/td] [td]+2[/td] [td]+4[/td] [td]+1[/td] [td]+4[/td] [td]Bonus Fundamental[/td][/tr]

    [tr][td]5th[/td] [td]+2[/td] [td]+4[/td] [td]+1[/td] [td]+4[/td] [td]Special Ability[/td][/tr]

    [tr][td]6th[/td] [td]+3[/td] [td]+5[/td] [td]+2[/td] [td]+5[/td] [td]-[/td][/tr]

    [tr][td]7th[/td] [td]+3[/td] [td]+5[/td] [td]+2[/td] [td]+5[/td] [td]Apprentice Spells (Spell-Like); Initiate Spells[/td][/tr]

    [tr][td]8th[/td] [td]+4[/td] [td]+6[/td] [td]+2[/td] [td]+6[/td] [td]Bonus Fundamental[/td][/tr]

    [tr][td]9th[/td] [td]+4[/td] [td]+6[/td] [td]+3[/td] [td]+6[/td] [td]-[/td][/tr]

    [tr][td]10th[/td] [td]+5[/td] [td]+7[/td] [td]+3[/td] [td]+7[/td] [td]Special Ability[/td][/tr]

    [tr][td]11th[/td] [td]+5[/td] [td]+7[/td] [td]+3[/td] [td]+7[/td] [td]Sense Ability[/td][/tr]

    [tr][td]12th[/td] [td]+6/+1[/td] [td]+8[/td] [td]+4[/td] [td]+8[/td] [td]Bonus Fundamental[/td][/tr]

    [tr][td]13th[/td] [td]+6/+1[/td] [td]+8[/td] [td]+4[/td] [td]+8[/td] [td]Apprentice Spells (Supernatural); Initiate Spells (Spell-Like); Master Spells[/td][/tr]

    [tr][td]14th[/td] [td]+7/+2[/td] [td]+9[/td] [td]+4[/td] [td]+9[/td] [td]Unlimited Fundamentals[/td][/tr]

    [tr][td]15th[/td] [td]+7/+2[/td] [td]+9[/td] [td]+5[/td] [td]+9[/td] [td]Special Ability[/td][/tr]

    [tr][td]16th[/td] [td]+8/+3[/td] [td]+10[/td] [td]+5[/td] [td]+10[/td] [td]Bonus Fundamental[/td][/tr]

    [tr][td]17th[/td] [td]+8/+3[/td] [td]+10[/td] [td]+5[/td] [td]+10[/td] [td]-[/td][/tr]

    [tr][td]18th[/td] [td]+9/+4[/td] [td]+11[/td] [td]+6[/td] [td]+11[/td] [td]-[/td][/tr]

    [tr][td]19th[/td] [td]+9/+4[/td] [td]+11[/td] [td]+6[/td] [td]+11[/td] [td]-[/td][/tr]

    [tr][td]20th[/td] [td]+10/+5[/td] [td]+12[/td] [td]+6[/td] [td]+12[/td] [td]Bonus Fundamental, Special Ability[/td][/tr][/table]

    Uses Per Spell Per Day
    {table]
    [tr][td]Level[/td] [td]1st[/td] [td]2nd[/td] [td]3rd[/td] [td]4th[/td] [td]5th[/td] [td]6th[/td] [td]7th[/td] [td]8th[/td] [td]9th[/td][/tr]

    [tr][td]1[/td] [td]1[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]- [/td][/tr]

    [tr][td]2[/td] [td]1[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]- [/td][/tr]

    [tr][td]3[/td] [td]1[/td] [td]1[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td][/tr]

    [tr][td]4[/td] [td]1[/td] [td]1[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td][/tr]

    [tr][td]5[/td] [td]1[/td] [td]1[/td] [td]1[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td][/tr]

    [tr][td]6[/td] [td]1[/td] [td]1[/td] [td]1[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td][/tr]

    [tr][td]7[/td] [td]2[/td] [td]2[/td] [td]2[/td] [td]1[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td][/tr]

    [tr][td]8[/td] [td]2[/td] [td]2[/td] [td]2[/td] [td]1[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td][/tr]

    [tr][td]9[/td] [td]2[/td] [td]2[/td] [td]2[/td] [td]1[/td] [td]1[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td][/tr]

    [tr][td]10[/td] [td]2[/td] [td]2[/td] [td]2[/td] [td]1[/td] [td]1[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td][/tr]

    [tr][td]11[/td] [td]2[/td] [td]2[/td] [td]2[/td] [td]1[/td] [td]1[/td] [td]1[/td] [td]-[/td] [td]-[/td] [td]-[/td][/tr]

    [tr][td]12[/td] [td]2[/td] [td]2[/td] [td]2[/td] [td]1[/td] [td]1[/td] [td]1[/td] [td]-[/td] [td]-[/td] [td]-[/td][/tr]

    [tr][td]13[/td] [td]3[/td] [td]3[/td] [td]3[/td] [td]2[/td] [td]2[/td] [td]2[/td] [td]1[/td] [td]-[/td] [td]-[/td][/tr]

    [tr][td]14[/td] [td]3[/td] [td]3[/td] [td]3[/td] [td]2[/td] [td]2[/td] [td]2[/td] [td]1[/td] [td]-[/td] [td]-[/td][/tr]

    [tr][td]15[/td] [td]3[/td] [td]3[/td] [td]3[/td] [td]2[/td] [td]2[/td] [td]2[/td] [td]1[/td] [td]1[/td] [td]-[/td][/tr]

    [tr][td]16[/td] [td]3[/td] [td]3[/td] [td]3[/td] [td]2[/td] [td]2[/td] [td]2[/td] [td]1[/td] [td]1[/td] [td]-[/td][/tr]

    [tr][td]17[/td] [td]3[/td] [td]3[/td] [td]3[/td] [td]2[/td] [td]2[/td] [td]2[/td] [td]1[/td] [td]1[/td] [td]1[/td][/tr]

    [tr][td]18[/td] [td]3[/td] [td]3[/td] [td]3[/td] [td]2[/td] [td]2[/td] [td]2[/td] [td]1[/td] [td]1[/td] [td]1[/td][/tr]

    [tr][td]19[/td] [td]3[/td] [td]3[/td] [td]3[/td] [td]2[/td] [td]2[/td] [td]2[/td] [td]1[/td] [td]1[/td] [td]1[/td][/tr]

    [tr][td]20[/td] [td]3[/td] [td]3[/td] [td]3[/td] [td]2[/td] [td]2[/td] [td]2[/td] [td]1[/td] [td]1[/td] [td]1[/td][/tr][/table]

    Sense Abilities
    Air
    3. Airseeking: as a standard action, you can detect any creature with the (Air) subtype within 60 feet.

    7. The ability you gained at 3rd level is now usable as a swift action.
    Chaos
    3. Chaosseeking: as a standard action, you can use detect chaos.

    7. The ability you gained at 3rd level is now usable as a swift action.
    Earth
    3. Earthseeking: as a standard action, you can detect any creature with the (Earth) subtype within 60 feet.

    7. The ability you gained at 3rd level is now usable as a swift action.
    Evil
    3. Evilseeking: as a standard action, you can use detect evil.

    7. The ability you gained at 3rd level is now usable as a swift action.
    Fire
    3. Fireseeking: as a standard action, you can detect any creature with the (Fire) subtype within 60 feet.

    7. The ability you gained at 3rd level is now usable as a swift action.
    Good
    3. Goodseeking: as a standard action, you can use detect good.

    7. The ability you gained at 3rd level is now usable as a swift action.
    Law
    3. Lawseeking: as a standard action, you can use detect law.

    7. The ability you gained at 3rd level is now usable as a swift action.
    Negative
    3. Earthseeking: as a standard action, you can detect any creature with the (Negative) subtype within 60 feet.

    7. The ability you gained at 3rd level is now usable as a swift action.
    Positive
    3. Earthseeking: as a standard action, you can detect any creature with the (Positive) subtype within 60 feet.

    7. The ability you gained at 3rd level is now usable as a swift action.
    Shadow
    As Shadowcaster 3rd and 7th level "Umbral Sight" abilities.
    Water
    3. Waterseeking: as a standard action, you can detect any creature with the (Water) subtype within 60 feet.

    7. The ability you gained at 3rd level is now usable as a swift action.

    Special Abilities
    Air
    Tell: The Planar Adept (and only the Planar Adept) appears to be surrounded by a light breeze momentarily whenever they cast a spell.

    5. Scorn Earth: At 5th level, the Planar Adept's feet lift from the ground. From now on, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even "run" at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet per round.

    While she remains within 1 foot of a surface, she can make melee and ranged attacks normally, but if she moves any higher, she incurs the penalties on melee and ranged attack rolls as if she were the subject of the levitate spell.

    10. At tenth level, the Planar Adept gains Resist Sonic 10.

    15. Interpretive Winds: At fifteenth level, the Planar Adept becomes immune to spells or abilities that are language dependent.

    20. At twentieth level, the Planar Adept gains immunity to sonic damage.
    Astral
    Tell: The Planar Adept appears to turn momentarily incorporeal during casting, though they do not actually do so.

    5. At fifth level, the Planar Adept becomes able to use dimension door, as the spell, once per day.

    10. At tenth level, the Planar Adept can use her dimension door spell-like ability three times per day.

    15. At fifteenth level, the Planar Adept can use teleport, as the spell, once per day.

    20. At twentieth level, the Planar Adept can use plane shift, as the spell, once per day.
    Chaos
    Tell: The Planar Adept's shadow writhes and shapes itself into unreal and unnatural shapes during casting.

    5.

    10. At tenth level, the Planar Adept gains DR 1/lawful.

    15.

    20. At twentieth level, the Planar Adept's DR increases to 4/lawful.
    Earth
    Tell: Parts of the Planar Adept's body appear to turn stonelike while casting.

    5. At fifth level, the Planar Adept can cast stone shape, as the spell, once per day. This ability is only usable while in contact with the ground.

    10. At tenth level, the Planar Adept gains DR 1/Starmetal.

    15. At fifteenth level, the Planar Adept can cast statue, as the spell except self only, once per day. This ability is only usable while in contact with the ground.

    20. At twentieth level, the Planar Adept's DR increases to 4/Starmetal.
    Ethereal
    Tell: The Planar Adept appears to go incorporeal while casting spells, but does not actually do so.

    5. At fifth level, the Planar Adept can cast gaseous form, as the spell except self only, once per day.

    10. At tenth level,

    15. At fifteenth level, the Planar Adept can cast her gaseous form spell-like ability three times per day.

    20. At twentieth level, the Planar Adept can cast ethereal jaunt, as the spell, once per day.
    Evil
    Tell: The Planar Adept's eyes glow red while casting.

    5.

    10. At tenth level, the Planar Adept gains DR 1/Good.

    15.

    20. At twentieth level, the Planar Adept's DR increases to 4/Good.
    Fire
    Tell: The Planar Adept's eyes reflect fire while casting.

    5. Hand Afire: At fifth level, the Planar Adept can engulf her hands in flames as a move action. Her unarmed attacks with that hand are treated armed. Such attacks deal an extra 2d6 points of fire damage.

    10. At tenth level, the Planar Adept gains Fire Resist 10.

    15. Greater Hand Afire: At fifteenth level, when the Planar Adept activates her Hand Afire ability, her unarmed attack deals an extra 4d6 points of fire damage instead of 2d6.

    20. At twentieth level, the Planar Adept becomes immune to fire.
    Good
    Tell: The Planar Adept's eyes glow white while casting.

    5.

    10. At tenth level, the Planar Adept gains DR 1/evil.

    15.

    20. At twentieth level, the Planar Adept's DR increases to 4/evil.
    Law
    Tell: The Planar Adept's shadow turns into a straight, shapeless line while casting.

    5.

    10. At tenth level, the Planar Adept gains DR 1/chaotic.

    15.

    20. At twentieth level, the Planar Adept's DR increases to 4/chaotic.
    Negative
    Tell: Lights around the Planar Adept appear to dim while casting, though they do not actually do so.

    5.

    10.

    15. At fifteenth level, the Planar Adept is healed by negative energy and harmed by positive energy.

    20.
    Positive
    Tell: Lights around the Planar Adept brighten while casting, though they do not actually do so.

    5.

    10.

    15. At fifteenth level, the Planar Adept becomes immune to aging.

    20.
    Shadow
    As Shadowcaster "Sustaining Shadow" 5th, 10th, 15th, and 20th level abilities.
    Water
    Tell: The Planar Adept's eyes reflect water while casting.

    5. At fifth level, the Planar Adept can hold her breath for an amount of time equal to 4 x Con modifier rounds before needing to take a breath.

    10.

    15. At fifteenth level, the Planar Adept no longer needs to breathe.

    20.

    Paths
    Fundamentals
    All 0-level Sorceror/Wizard spells are Fundamentals.

    Paths of Control
    Alluring Charms (Apprentice)
    1. Charm Person
    2. Daze Monster
    3. Suggestion

    Leash the Mind (Initiate)
    4. Charm Monster
    5. Dominate Person
    6. Mass Suggestion

    Master of Puppets (Master)
    7. Mass Charm Monster
    8. Demand
    9. Dominate Monster

    Paths of Corrosion
    Vitriol’s Bite (Apprentice)
    1. Lesser Orb of Acid
    2. Acid Arrow
    3. Acid Breath

    Acid in the Blood (Initiate)
    4. Orb of Acid
    5. Vitriolic Sphere
    6. Acid Fog

    Corroding the Soul (Master)
    7. Slime Wave
    8. Horrid Wilting
    9. Storm of Vengeance

    Paths of Death
    Le Petit Mort (Apprentice)
    1. Ray of Enfeeblement
    2. False Life
    3. Vampiric Touch

    Flesh Fails (Initiate)
    4. Enervation
    5. Waves of Fatigue
    6. Circle of Death

    Life Fades (Master)
    7. Finger of Death
    8. Symbol of Death
    9. Wail of the Banshee

    Paths of Deception
    Smoke and Mirrors (Apprentice)
    1. Disguise Self
    2. Mirror Image
    3. Major Image

    Lies within Lies (Initiate)
    4. Greater Invisibility
    5. Persistent Image
    6. Veil

    Breaking the Truth (Master)
    7. Mass Invisibility
    8. Screen
    9. Superior Invisibility*

    Paths of Defense
    The Shield Unseen (Apprentice)
    1. Shield
    2. Protection from Arrows
    3. Protection from Energy

    Wards of the Flesh (Initiate)
    4. Stoneskin
    5. Contingent Energy Resistance
    6. Repulsion

    The Veil Impassable (Master)
    7. Energy Immunity
    8. Mind Blank
    9. Prismatic Sphere
    Paths of Defiance
    Mage's Bane (Apprentice)
    1. Dispel Ward
    2. Obscure Object
    3. Dispel Magic

    The Spell Denied (Initiate)
    4. Lesser Globe of Invulnerability
    5. Break Enchantment
    6. Greater Dispel Magic

    Mystic Void (Master)
    7. Spell Turning
    8. Protection from Spells
    9. Disjunction

    Paths of Exorcism
    Seal of Worlds (Apprentice)
    1. Protection from Chaos/Evil/Good/Law (choose one)
    2. Magic Circle against Chaos/Evil/Good/Law (choose one)
    3. Avoid Planar Effects

    Denying the Planes (Initiate)
    4. Dimensional Anchor
    5. Dismissal
    6. Seal Portal

    Closing the Gate (Master)
    7. Banishment
    8. Dimensional Lock
    9. Imprisonment

    Paths of Fire
    Burning Sphere (Apprentice)
    1. Lesser Orb of Fire
    2. Flaming Sphere
    3. Fireball

    Sparks and Embers (Apprentice)
    1. Burning Hands
    2. Scorching Ray
    3. Fireball

    Bursting Flames (Initiate)
    4. Wall of Fire
    5. Firebrand
    6. Fires of Purity

    Pyroclastic Potence (Initiate)
    4. Wall of Fire
    5. Firebrand
    6. Fires of Purity

    Utter Holocaust (Master)
    7. Delayed Blast Fireball
    8. Incendiary Cloud
    9. Meteor Swarm

    Unyielding Flames (Master)
    7. Delayed Blast Fireball
    8. Incendiary Cloud
    9. Detonate

    Paths of Force
    Focusing Force (Apprentice)
    1. Magic Missile
    2. Bigby's Warding Hand
    3. Bigby's Striking Fist

    Unseen Strength (Apprentice)
    1. Magic Missile
    2. Blast of Force*
    3. Explosive Runes

    Argent Might (Initiate)
    4. Resilient Sphere
    5. Wall of Force
    6. Forceful Hand

    Protection (Initiate)
    4. Resilient Sphere
    5. Bigby's Interposing Hand
    6. Telekinetic Sphere

    Restraining Force (Master)
    7. Wall of Force
    8. Bigby's Crushing Hand
    9. Forcecage

    Subtlest Power (Master)
    7. Forcecage
    8. Telekinetic Sphere
    9. Crushing Hand

    Paths of Ice
    Creeping Chill (Apprentice)
    1. Chill Touch
    2. Snowball Swarm
    3. Sleet Storm

    Frigid Demise (Initiate)
    4. Ice Storm
    5. Cone of Cold
    6. Freezing Spehere

    Fury of Winter (Master)
    7. Ice Claw
    8. Polar Ray
    9. Obedient Avalanche

    Paths of Insight
    Subtle Insights (Apprentice)
    1. True Strike
    2. See Invisibility
    3. Clairaudience/Clairavoyance

    The Eye Unseen (Initiate)
    4. Scrying
    5. Prying Eyes
    6. True Seeing

    Through the Oculus (Master)
    7. Greater Scrying
    8. Moment of Prescience
    9. Foresight

    Paths of Knowledge
    Hidden Knowledge (Apprentice)
    1. Identify
    2. Locate Object
    3. Tongues

    Forgotten Lore (Initiate)
    4. Locate Creature
    5. Contact Other Plane
    6. Analyze Dweomer

    Forbidden Secrets (Master)
    7. Vision
    8. Discern Location
    9. Hindsight

    Paths of Passion
    Fear and Loathing (Apprentice)
    1. Cause Fear
    2. Scare
    3. Rage

    Sorrow and Sadness (Initiate)
    4. Crushing Despair
    5. Bolts of Bedevilment
    6. Symbol of Fear

    Wrath and Madness (Master)
    7. Insanity
    8. Maddening Whispers
    9. Stormrage

    Paths of Shadow
    Hidden in Shadows (Apprentice)
    1. Net of Shadows*
    2. Darkness
    3. Shadow Binding*

    Shaping the Darkness (Initiate)
    4. Shadow Conjuration
    5. Shadow Evocation
    6. Shadow Walk

    Midnight Penumbra (Master)
    7. Greater Shadow Conjuration
    8. Greater Shadow Evocation
    9. Shades

    Paths of Song
    Chords of Power (Apprentice)
    1. Lesser Orb of Sound
    2. Shatter
    3. Sculpt Sound

    Mystic Melodies (Initiate)
    4. Orb of Sound
    5. Song of Discord
    6. Sympathetic Vibration

    Discord and Cacophony (Master)
    7. Great Shout
    8. Symphonic Nightmare
    9. Wail of the Banshee

    Paths of Security
    Safekeeping (Apprentice)
    1. Alarm
    2. Arcane Lock
    3. Nondetection

    Paths of Summoning
    Calling of Allies (Apprentice)
    1. Summon Monster I
    2. Summon Monster II
    3. Summon Monster III

    Binding of Spirits (Initiate)
    4. Summon Monster IV
    5. Lesser Planar Binding
    6. Planar Binding

    The Opened Gate (Master)
    7. Instant Summons
    8. Greater Planar Binding
    9. Gate

    Paths of the Sun
    Sunlight's Glint (Apprentice)
    1. Luminous Gaze
    2. Continual Flame
    3. Daylight

    Sunlight's Glare (Initiate)
    4. Blistering Radiance
    5. Prismatic Ray
    6. Ray of Light

    Sunlight's Radiance (Master)
    7. Radiant Assault
    8. Sunburst
    9. Prismatic Sphere

    Paths of Thunder
    Dark Clouds (Apprentice)
    1. Shocking Grasp
    2. Electric Loop
    3. Lightning Bolt

    Knives of Lightning (Initiate)
    4. Orb of Electricity
    5. Ball Lightning
    6. Chain Lightning

    Storm and Fury (Master)
    7. Control Weather
    8. Lightning Ring
    9. Stormrage

    Paths of Time
    Defy the Hourglass (Apprentice)
    1. Nerveskitter
    2. Lesser Celerity
    3. Haste

    Twist the Sands (Initiate)
    4. Celerity
    5. Permanency
    6. Contingency

    Walk Outside Time (Master)
    7. Temporal Stasis
    8. Greater Celerity
    9. Time Stop

    Paths of Transformation
    Flesh Reshaped (Apprentice)
    1. Enlarge Person/Reduce Person (Choose One)
    2. Alter Self
    3. Gaseous Form

    Body Reforged (Initiate)
    4. Polymorph
    5. Baleful Polymorph
    6. Flesh to Stone/Stone to Flesh (Choose One)

    Soul Reborn (Master)
    7. Statue
    8. Polymorph Any Object
    9. Shapechange

    Paths of Travel
    Stepping Through Space (Apprentice)
    1. Benign Transposition
    2. Baleful Transposition
    3. Phantom Steed

    Doors of Reality (Initiate)
    4. Dimension Door
    5. Teleport
    6. Greater Teleport

    Planeswalking (Master)
    7. Plane Shift
    8. Maze
    9. Teleportation Circle

    Paths of Undeath
    Defiled Graves (Apprentice)
    1. Summon Undead I
    2. Command Undead
    3. Undead Lieutenant

    Unhallowed Souls (Initiate)
    4. Animate Dead
    5. Summon Undead V
    6. Create Undead

    Dark Revenants (Master)
    7. Control Undead
    8. Create Greater Undead
    9. Plague of Undead

    Paths of Weaponry
    The Unheld Weapon (Apprentice)
    1. Persistent Blade
    2. Cloud of Knives
    3. Blade of Pain and Fear

    The Offensive Blade (Initiate)
    4. Dance of Blades
    5. Howling Chain
    6. Greater Luminous Assassin

    Transformation (Master)
    7. Transformation
    8. Body of War
    9. Dragonshape

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    Titan in the Playground
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    Default Re: [Class] Thaumaturge

    Now, here's where I need help: I need Special Abilities and more Paths.

    Care to assist?

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    Default Re: [Class] Thaumaturge

    Could you perchance post a brief, simple explanation of Paths and Fundamentals and what sort of Special Abilities you're looking for so that those financially-challenged among us that don't have access to Tome of Magic can help a bit? If it is too much work, don't bother, but if it's something you could throw together in a few minutes, I'd be happy to contribute.

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    Default Re: [Class] Thaumaturge

    Oooooo. I like it, alot, unfortunatly i canna help as i have almost no spare time right for thinking up things....

    A little more explanation would help too as i find it a wee bit confusing, love the idea though.....

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    Bugbear in the Playground
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    Default Re: [Class] Thaumaturge

    You may want to change the name; Thaumaturgist is already taken, and those seem rather...close.

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    Titan in the Playground
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    Default Re: [Class] Thaumaturge

    Here's the quick-n-dirty on Shadow magic (which is essentially what this is):
    [*]Fundamentals are supernatural abilities that function like cantips or orisons.[*]Each level, you learn a new mystery (or in this case, spell). In order to learn a spell, you have to learn the preceding spell in the path as well as have an int score equal to 10+spell level.[*]At a specific point (delineated on the chart) one's apprentce spells becomes spell-like abilities. At a further point, your apprentice spells become supernatural abilities (and therefore uncounterable and other nifty stuff), and your initiate spells become spell-like abilties.[*]You are able to cast each spell a number of times per day as designated on the smaller chart..and that's Per Spell, not Per Spell Level. Basically, you have something similar t sorceror casting without the suck.[*]You also gain bonus "metashadow" feats equal to 1/2 the number of paths you currently have.

    As for the "Special Abilities", the one for the Shadowcaster is "Sustaining Shadow", which first reduces and then later removes your need to eat, sleep, and breathe, since you are tapping into the power of the Plane of Shadow for sustenance.

    I think that's about all I can say without getting hammered for copyright infringement, but let me recommend the Tome of Magic right now. The book is Teh Awesum.

    And since Thaumaturge is (apparently) already taken, anyone have other suggetsions?.

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    Default Re: [Class] Thaumaturge

    Maybe some form of elemental mage, though elemental savant taken.... hmmmm,


    Myabe come up with a fancy term for universe or matieiral or something to denote the fact the caster has abilties related to the "elements"/planes


    EDIT: you seem to have more paths than the Shadowcaster, do you give them more spells known? that would seem appropriate, then again i believe a bonus feat can be spent to learn new mysteries/spells

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    Titan in the Playground
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    Default Re: [Class] Thaumaturge

    I'm considering dropping the HD to a d4 and increasing his spells known...perhaps 2/level instead of 1/level.

    Also, as for paths, this is just the tip of the iceberg.

    PS: And I just realized. D1 helped me a metric ton with this, and I didnt' even thank him. What a jerk i am. Thank you D1!

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    Ettin in the Playground
     
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    Default Re: [Class] Thaumaturge

    Niiiiiiiice.
    The only complaint I have is that the shadowcaster had MAD, but that's not your fault.

    Oh, you might want to get rid of the "your shadow uses different somatic components thing", and maybe replace it with another sort of "tell".

    Anyway, this definitely appeals to my "I don't care if it's not optimal, this rocks!" nature.
    Fizban's Tweaks and Brew: Google Drive (PDF), Thread
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    Titan in the Playground
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    Default Re: [Class] Thaumaturge


    Quote Originally Posted by Fizban
    Niiiiiiiice.
    The only complaint I have is that the shadowcaster had MAD, but that's not your fault.

    Oh, you might want to get rid of the "your shadow uses different somatic components thing", and maybe replace it with another sort of "tell".

    Anyway, this definitely appeals to my "I don't care if it's not optimal, this rocks!" nature.
    It's not as bad as MAD could be. It's only Int+Cha (+Dex or +Con optional), instead of the monk's Str+Dex+Con+Wis or the Paladin's Str+Con+Wis+Cha.

    As for balance, I've noted that while far less uber than standard wizards, Shadowcasters are not slouches and can cast pretty damn well.

    As soon as I polish this, I'll be using it as a substitute to the Vancian magic system in all my games.

    But in the meantime, it needs some polish (and perhaps some more paths).

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    Barbarian in the Playground
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    Default Re: [Class] Thaumaturge

    I'd probably upgrade the elemental seekings to include non-creature sources of the elements. I know the OA Shugenja had something like that; I don't know if the one in Complete Divine does.

    Of course, that would give Positive-seeking the ability to sense all creatures. Then again, OA Detect Elements did so too.

    Might want to give variable ranges on them, then; the more versatile senses are shorter range.
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    Ettin in the Playground
     
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    Default Re: [Class] Thaumaturge

    Quote Originally Posted by Fax Celestis, Master of Nuance
    It's not as bad as MAD could be. It's only Int+Cha (+Dex or +Con optional), instead of the monk's Str+Dex+Con+Wis or the Paladin's Str+Con+Wis+Cha.

    As for balance, I've noted that while far less uber than standard wizards, Shadowcasters are not slouches and can cast pretty damn well.

    As soon as I polish this, I'll be using it as a substitute to the Vancian magic system in all my games.

    But in the meantime, it needs some polish (and perhaps some more paths).
    I guess that's what happens when you never get to play......
    As for more spells, I've been thinking about the spell compendium lately, and how it has so many spells I like. Some of those might give you some inspiration, I don't have much time to help myself though. Special abilities.....well, they can't be too major, I'd say slowly grant outsider traits as a default. It works for almost anything and can at least hold a place until you get something more creative.
    Fizban's Tweaks and Brew: Google Drive (PDF), Thread
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    Quote Originally Posted by Fizban View Post
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    Titan in the Playground
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    Default Re: [Class] Thaumaturge

    Outsider traits is perfect, but I don't have the necessary reference books at my disposal here. I'll have to add those in later.

    I've also been taking some spells out of the SC already, and will be doing more of the same when I really sit down and slave on this. Probably tomorrwo.

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    Orc in the Playground
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    Default Re: [Class] Thaumaturge

    Thanks for the clarifications. Here are a few random special ability ideas. Not knowing the specifics of how the "shadow" abilities work, I'm not going to try to balance these in terms of crunch--think of them as themes for abilities, not actual abilities:

    Positive: Regen, healing, and protection from undead are the obvious ones.

    Etherial: Perhaps a blur effect, segueing into invisibility?

    Air: Flight (with increasing speed and maneuverability) is the obvious one. To keep this from being unbalancing at 5th level, perhaps start out by severely limiting *altitude* as well (so you can float over, say, trapdoors , but not out of range of attacks).

    Fire: Blindsight (you're getting your light directly from the plane of fire), cold resistance

    Good/evil/law/chaos: Protection from (opposing alignment) and DR x/(opposing alignment) are obvious ones.

    Water: Fast swimming, water breathing? Maybe some resistance to fire and/or dessication damage?

    Astral: Hm. Something relating to planar travel, perhaps.
    My latest homebrew: Gastrus

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    Ettin in the Playground
     
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    Default Re: [Class] Thaumaturge

    Unfortunatly, the sustaning shadow abilities are really really minor. You slowly reduce the amount you need to eat and sleep, eventually you don't need to breathe. The outsider traits give you a lot of the same things, while fitting the "other planar influence thing".

    I look forward to seeing this tomorrow then :)
    Fizban's Tweaks and Brew: Google Drive (PDF), Thread
    A collection of over 200 pages of individually small bans, tweaks, brews, and rule changes, usable piecemeal or nearly altogether, and even some convenient lists. Everything I've done that I'd call done enough to use in one place (plus a number of things I'm working on that aren't quite done, of course).
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    Quote Originally Posted by Fizban View Post
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    Titan in the Playground
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    Default Re: [Class] Thaumaturge

    I dunno, not needing to breathe is actually rather powerful. Gas attacks and inhaled poisons don't work on you, you can't drown, etc.

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    Default Re: [Class] Thaumaturge

    Quote Originally Posted by Fax Celestis, God of Biscuits
    I dunno, not needing to breathe is actually rather powerful. Gas attacks and inhaled poisons don't work on you, you can't drown, etc.
    Drowning can't kill you anyway.......

  18. - Top - End - #18
    Titan in the Playground
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    Default Re: [Class] Thaumaturge

    Quote Originally Posted by Umbral_Arcanist

    Drowning can't kill you anyway.......
    Only by a technicality.

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    Titan in the Playground
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    Default Re: [Class] Planar Adept (formerly Thaumaturge)

    Updates: changed name, included many Special Abilities. Still need abilities for the following:

    Chaos 5 & 15, Ethereal 10, Evil 5 & 15, Good 5 & 15, Law 5 & 15, Negative 5, 10, 15, & 20, Positive 5, 10, & 20, and Water 5, 15, & 20. Also potentially "replacement" Shadow skills, to bring to balance.

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    Troll in the Playground
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    Default Re: [Class] Thaumaturge

    Quote Originally Posted by Umbral_Arcanist

    Drowning can't kill you anyway.......
    Explain how. (Money can be exchanged for goods and services.)

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    Titan in the Playground
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    Default Re: [Class] Thaumaturge

    Quote Originally Posted by Collin152
    Explain how. (Money can be exchanged for goods and services.)
    The drowning rules take you to 0 hp, but you don't die until -10.

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    Bugbear in the Playground
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    Default Re: [Class] Planar Adept (formerly Thaumaturge)

    Maybe for one of the water abilities, give you the Hold Breath abilty? Level 5 probably.

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    Titan in the Playground
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    Default Re: [Class] Planar Adept (formerly Thaumaturge)

    Quote Originally Posted by Psionic Devotee
    Maybe for one of the water abilities, give you the Hold Breath abilty? Level 5 probably.
    Good idea.

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    Default Re: [Class] Planar Adept (formerly Thaumaturge)

    Honestly the abilties for the elements could be the same as sustaining shadow....... (IMO)

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    Barbarian in the Playground
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    Default Re: [Class] Planar Adept (formerly Thaumaturge)

    I might even go so far as to say that this character might just get Sustaining Shadow, with new flavor (sustained by an element, or by the planes of alignment); possibly change the order of abilities depending on what they get, but otherwise keep it the same.

    Remember that full-on Water Breathing is a spell lasting two hours per level, divided up among its people, accessible at level 5 (3rd level spell), so I don't have a problem with a Water Adept getting the ability to breathe water right off the bat.
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    RedWizardGuy

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    Default Re: [Class] Planar Adept (formerly Thaumaturge)

    How about,as a fifth level ability good & evil planar adepts have the power to smite the opposite alignment?
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    Default Re: [Class] Planar Adept (formerly Thaumaturge)

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