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Mechanics of Mahi

Started by Wensleydale, August 28, 2006, 03:18:28 PM

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Wensleydale

"Feel your barriers. Break them, and the very earth will do what you say." -Gahil Akar, Spellfont Tutor.

Spellfonts are rare individuals. They have the greatest of power, yet they must go through such pain to reach it that many die before ever truely touching magic. Some of them cannot touch it unless angry. Others can only touch it when affecting family, or males, or females, or loved ones. Literally, they are their own source of magic incarnate. However, no normal creature can stand such power... individuals who gain no barriers spontaneously combust, or explode, or are ripped apart... such are the risks. Those who survive build mental barriers so strong that many spellfonts go their entire lives without realising their power. However, most of these individuals become members of other casting classes, as even their mental barriers can't hold back a small trickle of magic.

 Game Rule Information:

 HD: D6.
 Abilities: Wisdom, Constitution and Charisma are a Spellfont's most integral abilities. Wisdom and constitution affect his ability to break his barriers more often. Constitution also affects how long he can break his barriers for, and wisdom governs many of his more powerful abilities. Charisma affects his spellcasting.
 Skill Points at 1st level: 4 + Int Mod x4.
 Skill Points at each additional level: 4 + Int Mod.
 Class Skills: Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana)(Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis)

[class The Spellfont]
[bab=wizard]
[fort=good]
[will=good]
[special][1]Lesser Magic, 1st Barrier[/1]
[2]Magesight[/2][3]2nd Barrier[/3][5]Inflicted Metamagic, 3rd Barrier[/5][6]Overburn +1[/6][7]4th Barrier[/7][8]Overburn +2[/8][9]5th Barrier[/9][10]Overburn +3[/10][11]6th Barrier[/11][12]Overburn +4[/12][13]7th Barrier[/13][14]Overburn +5, Spellfont[/14][15]8th Barrier[/15][16]Overburn +6[/16][17]9th Barrier, Ultimate Conduit 1/day[/17][18]Overburn +7, Ultimate Conduit 2/Day[/18][19]Ultimate Conduit 3/Day[/19][20]Overburn +8, Ultimate Conduit 5/Day[/20][/special]
[special=Max. Spell Level Cast][1]1[/1][2]1[/2][3]2[/3][4]2[/4][5]3[/5][6]3[/6][7]4[/7][8]4[/8][9]5[/9][10]5[/10][11]6[/11][12]6[/12][13]7[/13][14]7[/14][15]8[/15][16]8[/16][17]9[/17][18]9[/18][19]9[/19][20]9[/20][/special]
[special=MP limit][1]2[/1][2]3[/2][3]4[/3][4]5[/4][5]6[/5][6]7[/6][7]8[/7][8]9[/8][9]10[/9][10]11[/10][11]12[/11][12]13[/12][13]14[/13][14]15[/14][15]16[/15][16]17[/16][17]18[/17][18]19[/18][19]20[/19][20]21[/20][/special]
[/class]

 Class Features: All the following are class features of the Spellfont.

 Armour and Weapon Proficiency: A Spellfont gains proficiency with the staff, dagger, shortbow, longbow and the heavy and light crossbows. He gains no proficiency with any armour.

 Spellcasting: A Spellfont casts spells differently from other spellcasters. Although he has access to the largest spell list and near-unlimited MP, whilst at rest a 20th level spellfont is no more capable in magic than a 1st-level manipulator or worldbender.
A Spellfont can, at rest, cast any cantrip from his spell list freely six times per hour. After that, he must pay for them in MP (1MP each). Treat him as if he had an MP reserve equal to his Spellfont level + his charisma modifier, which regenerate at the rate of 1/hour.
 Breaking the Barriers: To cast any non-cantrip spell, a Spellfont must first break a barrier. The intricacies of how this is done and what the barrier exactly is (must be extremely angry, must concentrate on light, etc) are left to the player, but it takes a full-round action to break a barrier. First of all the Spellfont must succeed on a concentration check (DC 15 + the level of the barrier) to get in contact with the barrier. If he fails, he loses the full-round action and nothing further occurs.
 The Spellfont can use his body or his mind as the conduit and weapon to break the barrier. If he chooses his body, he must succeed on a fortitude save equal to 10 + 2x the barrier he's trying to break or take 1D3 CON damage per barrier level (example: Gahil Akar is a 13th level Spellfont. She chooses to use her body as the conduit to break her first barrier. She takes a DC 12 Fortitude save and succeeds, breaking the barrier. If she had failed, she would have taken 1D3 CON damage because she was breaking only her first barrier.) If he succeeds the barrier is broken. If he uses his mind, he must take a will save (same DC) or take 1D3 points of wisdom damage per Barrier level. If he succeeds on both the concentration check and whichever save he made, he gains contact with the magical force on the other side of the Barrier and can then cast spells. If you break one barrier whilst another is already broken, that Barrier's duration freezes there and does not continue until you drop down to its level again (the flow of magic from the next barrier keeps it open).
Casting spells: Depending on which barrier you broke, you are now able to cast spells. All spells with a casting time of one full-round action or less are reduced to a swift action. You gain MP equal to that of a Worldbender of equivalent level, which regenerate at a rate of 1/round. You can cast spells of the level of the barrier you broke. You can augment spells up to a number of MP equal to your Spellfont level +1.
A Barrier is crippled and damaged for 3 rounds/spellfont level, and you can maintain your grip on magic for that amount of time freely. However, as the Barrier regenerates, you can either break it again (granting you a whole new period where the barrier is crippled) or you can fight on. Once the barrier begins to regenerate, you must make concentration checks to try and hold it back. These checks have a DC of 10 + the barrier level +1 for every successful check made.
If you fail to maintain your grip on the barrier, you drop one barrier level down (or lose your grip on magic entirely if you were at the 1st Barrier) and the paused duration of the Barrier below continues. All spells of levels too high for you to now cast end instantly (unless made permanent, or the effects left over are non-magical, such as Flesh to Stone).
 Learning Spells: Once you break a Barrier, you know all spells from your spell list of that level and can cast them spontaneously. Therefore, you don't need to learn spells.
 Other effects: When a barrier is broken, you gain a +2/barrier level + cha modifier bonus to Spot and Listen checks. If you have broken the 3rd barrier or above, you gain the Scent ability (see the Monster Manual and DMG). You gain low-light vision if you didn't already have it, and Darkvision if you did (if you already have darkvision AND low-light vision, add another 60ft to it). If you've broken the 4th barrier or above, you gain Blindsight. If you've passed the 8th barrier or above, you gain Blindsense. Darkvision, Blindsight and Blindsense all have a range of 60ft.

The DC for a Spellfont's spell is equal to 10 + the spell level + his charisma modifier.

 Lesser Magic: A Spellfont can cast Prestidigitation at will as a Supernatural ability.

 Magesight (Su): At 2nd level, a Spellfont can sense magic in others, granting him a continuous Detect Magic ability.

 Inflicted Metamagic: A Spellfont does not apply metamagic as do other characters. Indeed, he cannot use it at all until level 3. A Spellfont can apply any metamagic feat he knows to a spell when he casts it. This doesn't increase the level of the spell or the casting time. Instead, he must pay the extra cost in HP (which replaces the normal MP cost, see the MP system for more details).

 Overburn: A Spellfont of 6th level or higher can Overburn himself in order to better use his spells. There are three uses for this ability. The first allows you to increase your caster level by the number indicated on the chart for one minute whilst losing that much in constitution damage. You can increase your caster level up to the maximum overchannel bonus indicated on the table above by taking constitution drain equal to that amount. This effect lasts for one minute (both the increase and the drain) after which the drain changes to damage and regenerates at a rate of 1 point/minute. The second allows you to lose HP in order to break your augmentation limit. You can lose up to double the overburn bonus indicated on the table above in HP. This allows you to use that many more MP in augmenting spells for the next minute.
The third use allows you to transform HP into MP. You can take 5x the maximum MP bonus indicated on the above in HP, and they become MP instead.

 Spellfont (Su): At 14th level, a Spellfont is literally a pulsing conduit of magic. Whilst the Spellfont has broken at least one barrier, spellcasters within a 30ft radius can apply metamagic to their spells for free, drawing from him instead of the air around. The Spellfont can store MP, meaning that if a beneficial spell targets him he can instead choose to gain the amount of MP spent on it instead, and he can grant his MP to other spellcasters. He can take a full-round action to create a number of MP equal to his class level from thin air (concentration check DC 15 + the amount of MP created). None of these abilities can be used whilst his barriers are in effect.

 Ultimate Conduit (Su): Starting at 17th level, a Spellfont can become an Ultimate Conduit of magic. This ability can be activated only once the Spellfont has broken the 9th barrier. When the ability is used, the Spellfont becomes a humanoid figure of blazing light, things seem to bulge around him, flashing streams of fire wreath him and other such visual effects (player's discretion). He can freely cast spells for 1 round/class level + charisma modifier, requiring no MP (although he still must spend MP to augment them). Once the ability ends, the Spellfont is fatigued.  


Raelifin

The fencer is incredibly broken. Add balance as a class skill! I'd suggest seriously nerfing the riposte and lunge abilities and perhaps increasing the skill points.

In general, most of the warrior classes look like one-trick ponies.

Why the name "warrior?" Isn't a warrior one who engages in war? That class seems more like a hunter, ranger, stalker, huntsman, tracker or frontiersman.

Wensleydale

Stalker! Sounds good, I'll change the name :)

You're right about the soldier classes... and Fencer (to tell you the truth it was, like, 2:00 in the morning when I wrote most of that up) but the soldier is more powerful than even the average fighter and I personally think the warrior is balanced.