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Vilydunn - Classes

Started by Hibou, May 08, 2006, 04:21:47 PM

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Hibou

If for any reason you like Vilydunn and feel that its appeal lies in its fluff, DO NOT READ THIS THREAD. This is currently a thread for alternate classes, and may eventually evolve into more. :)


Ahoy matees.

I've come to the decision after some thought that I'd like to do an overhaul of many classes for my campaign setting, Vilydunn - The Nightmare (or Sleep as the thread is called here). For those who have seen the WotC thread for the setting and read a fair bit, you may know that already I have removed the Cleric, Wizard, Monk, and Paladin from the setting and added the Hierophant and Warlock (my own version).

Now though, it seems appropriate in my mind to remove more classes and add in several new homebrew ones that fit similar but more defined roles. Classes that fit Vilydunn better than the cores do.

If I do this, there will certainly be at least one class from the cores that remains unchanged (or mostly unchanged), at most three. Some of the new classes are definitely going to seem like they're closer to being prestige classes than core classes, but that's how I intend to make them. I'd like people's input and suggestions on what I do with the class system as I go, including this major overhaul itself. If you have the time and have an opinion or recommendation, please drop it into the mix :).

Here are concepts thought up for new classes(some of them will look very similar to existing classes):

The Thaumaturge, a warrior/arcane spellcaster with unique ability to heal who works miracles and masters the ways of time

The Martyr, sort of like the paladin but less focused on upholding law and more focused on benevolence and wisdom

The Jester, a combat-heavy trickster who focuses on dazzling enemies with his actions and words, also a master of illusion and agility

The Enchanter, a spellcaster with strong command over charming and seducing and altering the physical and mental properties of himself and others

The Professional, a clever character with strong diplomatic ability whose ability to gather information through infiltration and shadowing is unmatched

The Hunter, a man who becomes invisible in the wild, skilled in direct combat, tracking, and sharp-shooting

The Hierophant, a mystic whose knowledge and control over the weather, time, divination, and utility is near-limitless

The Warlock, a wicked practitioner of foul witchcraft who has damned himself for eternity to achieve great power

So, that's the Fighter, Professional, Sorcerer, Warlock, Hierophant, Enchanter, Thaumaturge, Hunter, Martyr, and Jester so far.

I'll post the Warlock and Hierophant classes later.

Any thoughts?
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Xathan

For the ranger replacement, check out the versions nasty and I made (the commando, ranger, and reconnoiter), which  can be found in the classes section of Fallen Roleplay

As for the rest: I like what you've shown so far, but I think the Jester could be done with something like the PHB II alternate abilities to the bard, perhaps variant 'music' abilities tied to preform (dance) instead of verbal preform skills.
AnIndex of My Work

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[/spoiler]

Hibou

I like the alternate rangers and may consider using one of them, though my original intent is to create a class that's somewhat different from that, even.

The Jester is meant to be a little different from the bard. I don't know if I want it to be more direct combat oriented or more subtle in method. Either way, I don't want it to be too much like the bard, as Bardic Music and any equivalents are pretty much out the window. He'll certainly be performing to get a lot of his work done, however.

I think what I'm going to do is give the Jester, Enchanter, and Thaumaturgist access to spells but have the Enchanter and Jester be more focused in their spell lists and give them special powers to compensate. The Thaumaturgist is going to be an odd divine caster, probably with wide-range access to healing and protection magiks as well as use of several fate-altering abilities.

For the missing 'ranger dude', I think I'm really stumped. I want something that fits with these classes but isn't the regular ranger with a few abilities altered (no offense to you, Xathan). I want to call it the Hunter, but...
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Here are the two classes already created (criticism/advice is still appreciated for these), the Hierophant and the Warlock:

The Hierophant

[spoiler=Class Info]
"I see the stars, I hear the thunder, I understand, I believe."
-Creed of the Hierophant


"The thunder calls my name. The rain soothes my skin. The sun brightens the darkness. The moon rests my eyes. And the stars guide me. I am he who seeks knowledge, and he who teaches it, for I have seen truths. I understand that which is not meant to be understood. I see those hidden from view. I feel your presence. I have walked among the stars. I do not fear time, for time does not fear me. I am another of many wanderers in the deep blue river of time, but I know my path. I know where I must go. I shall always know."
-Illyderus the Everwise

Some look beyond the troubles of the mortal world. They look to the stars, the sun and moon, and the weather for their understanding. The knowledge they gain gives them their divine power. These people are called Hierophants. They see things others don't, and from seeing these things, they can better clarify life for themselves and those who do not see.
They take pride in little, and simply walk their path of life as they always have, knowing that their faith will lead them wherever they must go.

Adventures: Hierophants adventure for simple reasons: to learn, and to teach. For a Hierophant, knowledge is endless, and it determines his destiny. Glory and conquest may intice one for a short while, but it is the spiritual gain that a Hierophant ends a journey with satisfied. Material objects are important to them, but not as important as they would be to a warrior, or the upper class of society. Their true call is to reveal mysteries and to give their wisdom to others.

Characteristics: A Hierophant is a spiritual being, and as such, draws divine power from what guides him. They do not have a large number of flashy spells at their disposal, but their command over magic that deals with divination, the weather, time, and protection is great. A Hierophant is also a walking library: one who is of such a priesthood can answer questions about countless elements of life. They do not fear riddles, nor do they fear any form of uncertainty, for in their words, "Even what is at first uncertain is known with time." A Hierophant is not the best combatant, but their spells make up for such a problem. A hierophant tries his best to keep his ways and abilities secret except to those who understand them. Most hierophants appear to normal people as simply wise sages and astronomers.

Alignment: A hierophant tends to be fairly neutral on a subject. They take action if they wish, or if they find it to be a good idea. Some may be kind hearted or cruel. They are usually not brash in terms of action. It is part of the hierophant way to be patient and listen. Fanaticism and acting without reason can result in suspension of a hierophant's power.

Religion: Hierophants are common in the churches of the Nusans in the east of Vilydunn, where their powers over the sky and their immense knowledge is well-respected.

Background: A Hierophant was usually a person who at a young age looked at things very differently from others. Their takes on art, symbolism, meaning, justice, color, and countless other traits and aspects of existence were always different, but usually held some sort of truth.
Hierophants are not known to belong to may organizations, except for the churches of the Nusan peoples. They are sometimes found as local advisors, healers, wise men, and prophets outside of the East, but they must be careful, for their magic is something that is not widely understood by others, and even the hierophants themselves do not understand much of it. A king may seek even the lowliest of Hierophants in times of famine, war, or other problems for their advice, and common folk who are suffering from drought or desire their fortunes told may go to their local 'seer' for help.

Races: Hierophants have come from all three types of humans, though in the Nusan human race they are most common.

Other Classes: Hierophants get along well with most classes, particularily because of their knowledge, ability to heal, and otherwise aid a group. They excel alongside fighters, though they may conflict with some druids and barbarians due to the hierophant's more removed nature and more civilization-based ways. Hierophants may not get along with saints or warlocks if their ways are radically different.
[/spoiler]

[spoiler=The Crunch]

Game Rule Information

Abilities: Intelligence determines a Hierophant's magical power. It determines spell power, bonus spells, and spell DCs. A Hierophant requires an Intelligence of 10 + spell level to cast a spell. Spell DCs are 10 + spell level + the Hierophant's Intelligence modifier.
Wisdom is important to a Hierophant, since some of his skills are Wisdom-based, and it affects some of his special abilities as well as his Will saving throw. Good Dexterity and Constitution improve a Hierophant's defense and his health, respectively.

Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.

Hit Die: d6.

Class Skills
The hierophant's class skills are Concentration, Craft, Decipher Script, Heal, Knowledge(all skills taken individually), Knowledge(astronomy)(required for epic spellcasting), Profession, Sense Motive, Spellcraft(required for epic spellcasting)

Skill Points at 1st level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features

Base Attack Bonus: As Cleric(3/4 level)
Saves: Good Will

Weapon and Armor Proficiency: Hierophants are proficient with all simple weapons, light armor, and shields(except the tower shield). All standard rules involving armor and shields apply to Hierophants, though they do not suffer arcane spell failure since they cast divine spells.

Spells: A hierophant casts divine spells as shown on Table 2: Spells Per Day. A hierophant can cast any spells in the hierophant spell list as appropriate. The DC for his spells is 10 + spell level + the Hierophant's Intelligence modifier.
While a Hierophant grows from his ever-increasing knowledge, and his spells come from his faith in understanding the universe, a hierophant does not prepare spells from a spellbook, or pray for his spells each day. Rather, at any one time he may simply call on his inner understanding and cast a spell. This means he may cast any divine spells from his list he wishes, up to the limit per day. The Hierophant's spell list is listed below.

Domains and Domain Spells: A hierophant selects two domains from Table 3: Hierophant Domains that he may cast from. These function in every way as domain spells normally would for a cleric, with the hierophant being unable to select those barred from his alignment, and he may cast an extra spell from one of his two domains for each spell level he may cast, per day. The extra domain spell per day is included as
"+1" on each spell level on Table 2: Spells Per Day.

Secrets of the Cosmos: Throughout his adventures, the hierophant becomes ever more intelligent, and through this, he begins to see patterns in every corner and face of life. These patterns help him explain the working of things that are familar and have not been studied extensively by him alike. At 3rd level, the hierophant can make any knowledge check untrained, and gains a +2 insight bonus to all Knowledge checks he makes. At 9th level, this bonus increases to +4. At 15th level, this bonus increases to +6.

Gaze of the Stars: A hierophant's unique views and thoughts of the universe, and his ever-growing knowledge allow him to see without seeing, and later beyond the confines of the mortal dimension. At 6th level, the Hierophant gains the Blindsense ability at a range of 30 ft. At 9th level, he gains the ability to see invisibility 3/day, with a caster level equal to his hierophant level.

Blessing of Weather: At 10th level, the hierophant becomes more in tune with the storms and natural effects of the world. He gains a +4 insight bonus to all saving throws related to weather effects or weather-like spells.

Astronomy: At 8th level, the hierophant's endless stargazing and delving into secrets of the past gift him with powers unimaginable to those of more worldly natures. He can call creatures from among the stars as a Lesser Planar Ally spell cast as a spell-like ability(caster level equal to hierophant level) 1/week. At 12th level, this becomes a Planar Ally spell, and at 16th, it becomes a Greater Planar Ally spell. They generally only use this spell when in dire circumstances, since the favors that the summoned creatures ask in return are often difficult to provide.

Walk Among the Stars: Perhaps one of the more respectable powers of the hierophant, he can venture to the stars and beyond them. At 10th level, he can use Plane Shift as a spell-like ability(caster level equal to hierophant level) at will. The only restriction is that he must use this ability to get to(or from) the Ethereal or Astral planes only(though by going to one of these planes, he can very likely reach other planes through them).
Secrets of Voice: At 11th level, the hierophant gains insight on the workings of language, accents, and subtle voice alterations. He can speak and understand any language(though he cannot normally converse with creatures that do not have languages or have very alien minds).

Free of Time: At 18th level, the hierophant has nearly mastered time. He no longer suffers penalties for aging(though bonuses still come with time), and does not appear to age any further than he already has. Penalties(and bonuses) that have come before remain, though he still dies of old age when the time comes.

The Hierophant has BAB as a cleric(x3/4 level) and good Will saves.

The chart for spells per day is the same as the Spells Per Day chart for the Cleric in the Player's Handbook.

Table 3: Hierophant Domain List

Artifice
Chaos
Community
Creation
Darkness(D&DG)
Evil
Good
Healing
Knowledge
Law
Rune
Sun
Time
Travel
Weather

The Hierophant Spell List

0-level Spells: Create Water, Cure Minor Wounds, Daze, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue

1st-level Spells: Bane, Bless, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Deathwatch, Detect Undead, Expeditious Retreat, Identify, Obscuring Mist, Remove Fear, Sanctuary, Shield of Faith

2nd-level Spells: Aid, Augury, Bear's Endurance, Blur, Bull's Strength, Calm Emotions, Cat's Grace, Cure Moderate Wounds, Darkness, Darkvision, Delay Poison, Eagle's Splendor, Enthrall, Find Traps, Fog Cloud, Fox's Cunning, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Lesser Restoration, Shatter, Shield Other, Silence, Spiritual Weapon, Status, Zone of Truth

3rd-level Spells: Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Displacement, Glyph of Warding, Haste, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Vestment, Meld Into Stone, Obscure Object, Prayer, Protection From Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak With Dead, Sleet Storm, Slow, Solid Fog, Stone Shape, Water Breathing, Water Walk, Wind Wall

4th-level Spells: Air Walk, Call Lightning, Control Water, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Freedom of Movement, Giant Vermin, Imbue With Spell Ability, Inflict Critical Wounds, Greater Magic Weapon, Neutralize Poison, Lesser Planar Ally, Repel Vermin, Restoration, Sending, Spell Immunity

5th-level Spells: Atonement, Break Enchantment, Greater Command, Commune, Ice Storm, Mass Cure Light Wounds, Mass Inflict Light Wounds, Insect Plague, Mark of Justice, Raise Dead, Righteous Might, Scrying, Slay Living, Spell Resistance, Symbol of Pain, Symbol of Sleep, True Seeing, Wall of Stone

6th-level Spells: Animate Objects, Antilife Shell, Banishment, Mass Bear's Endurance, Blade Barrier, Mass Bull's Strength, Call Lightning Storm, Mass Cat's Grace, Control Winds, Mass Cure Moderate Wounds, Greater Dispel Magic, Mass Eagle's Splendor, Find the Path, Mass Fox's Cunning, Forbiddance, Geas/Quest, Greater Glyph of Warding, Harm, Heal, Heroes' Feast, Legend Lore, Mass Inflict Moderate Wounds, Mass Owl's Wisdom, Planar Ally, Symbol of Fear, Symbol of Persuasion, Wind Walk, Word of Recall

7th-level Spells: Blasphemy, Control Weather, Destruction, Dictum, Ethereal Jaunt, Holy Word, Refuge, Regenerate, Repulsion, Greater Restoration, Resurrection, Greater Scrying, Symbol of Stunning, Symbol of Weakness, Vision, Word of Chaos

8th-level Spells: Antimagic Field, Cloak of Chaos, Dimensional Lock, Discern Location, Greater Planar Ally, Shield of Law, Greater Spell Immunity, Symbol of Death, Symbol of Insanity

9th-level Spells: Energy Drain, Foresight, Gate, Mass Heal, Implosion, Miracle, Soul Bind, Storm of Vengeance, Time Stop, Whirlwind

[/spoiler]

The Warlock

[spoiler=Class Info]

"...And the faith shall fade, and in their hearts the darkness shall grow. They will become The Impure, The Possessed, The Deceivers, The Traitors. They shall speak with The Damned, wield magic of the foulest origins, and will bring upon the mortal world hate, despair, and fear. They shall become The Forsaken."
-Book of the Damned, Verkis Libay 1128

"I have heard the whispers. They are all that I shall listen to, for they are power. The good are few; they are weak. They shall not withstand my might. The Damned grant me true unholy fury, they grant me knowledge, they grant me magic. Fear is my weapon, and it is endless. Let them beware of the night."
-Nyrdathak the Twisted



Magic is evil. Magic is unsafe. Magic is feared. These are thoughts brewed by encounters with Warlocks(sometimes called Black Magi or Na'ril'Dum). They are sinister spellcasters feared for their power and outlawed for their ways. They are beings of the darkness, terror, madness, murder, and foul sorcery. They have made pacts that grant them dark power, and use their unholy traits to strike fear into others.
A warlock is a Deceiver, and a Servant of the Damned. They learn secrets that are not meant to be known by the living.

Adventures: Warlocks adventure to increase their power, to spread fear, and to dominate. They seek knowledge of those dark beings they pray to, and will do what it takes to receive that knowledge. A warlock must always wander in secret, for the users of dark magics are feared, outlawed, and hunted. They must walk, with companions or alone, masquerading as those they are not. They must be cunning to be adventurers, and so many are.

Characteristics: A warlock is a wielder of the foulest of magics. They draw from power that few would dare tap into. They also gain the power of those they draw from, The Damned, as they grow. They instill him with abilities that make the warlock a feared enemy. Black magi are also known for their ability to draw false images of themselves for others, in order to hide their true nature. They must learn to in order to survive.

Religion: Warlocks pay tribute to They Who Are Damned first and foremost. They may look to the dark gods as other sources of power, however.

Background: Warlocks are twisted beings, but they may not have always been so. Some were born vile, others were corrupted. Whatever the case, they have learned of their dark masters in secret for many years, delved into forbidden sections of libraries, and called to the dark in praise.
Warlocks sometimes belong to dark cults or organizations, but may also be lone beings of the shadow. There are said to be dark cults of warlock make that perform arts few would dare speak of. They are dangerous and delve into histories others have ignored or forgotten. They say that such clans are the place of learning for a warlock, though what the Na'ril'Dum learn in such a meeting is feared by those of more benevolent ways.

Races: Warlocks can belong to any race, as any individual has the potential to be sinister and twisted as the black magi are(either from birth or by corruption). Many who become warlocks become so twisted and alien that they do not seem mortal, however.

Other Classes: Warlocks may or may not get along well with members of other classes. Fighters, rogues, blackguards, sorcerers, and rangers of similar ways to the warlock may become valued allies. A warlock loves to tempt the champions of goodness into shadow, but hates the benevolent ones otherwise. Hierophants and bards can be on either side of a warlock's boundaries, though generally everyone is a tool to one of the Deceivers.

[/spoiler]

[spoiler=The Crunch]

Game Rule Information

Abilities: Wisdom is the warlock's primary spellcasting attribute, determing maximum spell level, spell DCs, and bonus spells. Warlocks require a Wisdom of 10 + the spell level to cast a spell. A warlock's spell's save DC is equal to 10 + spell level + the warlock's Wisdom modifier.
A warlock benefits from a good Charisma and Intelligence, since many of his skills are Charisma- or Intelligence-based. High Dexterity and Constitution improve his AC and HP. A warlock also benefits from a good Charisma due to his ability to rebuke undead.

Alignment: Any evil.

Hit Die: d4.

Class Skills
The warlock's class skills are Bluff, Concentration, Craft, Diplomacy, Disguise, Forgery, Knowledge(dark arts)(required for epic spellcasting), Profession, Sense Motive, and Spellcraft(required for epic spellcasting).

Skill Points at 1st level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency: Warlocks are proficient with weapons appropriate for rituals and some commonly practiced ones as well. They are proficient with the dagger, mace(light and heavy), sickle, morningstar, shortspear, quarterstaff, light crossbow, dart, scythe, and whip. They are not proficient with any form of armor or shield. All standard rules for wearing armor apply to warlocks and their spellcasting, etc.

Aura of Evil: A warlock always radiates an aura of evil, as an evil cleric might.

Spells: A warlock casts arcane spells as shown on table 2: Spells Per Day. A warlock may cast any spell in the warlock spell list. The DC for a warlock's spell is 10 + spell level + Wisdom modifier. His spells are selected from a limited spell list(given below).
A warlock prepares spells from dark tomes and from calling to his dark masters. Every warlock carries with him at least one ancient tome stuffed with forsaken knowledge and unholy creeds that aid to grant him dark magiks. By using this ghastly lore, he brings about the connection with The Damned, who grant him his unholy powers. A warlock requires normal rest time as any other spellcaster who prepares spells.

Domains and Domain Spells: A warlock may choose two domains at the beginning of his career. He then gains access to this domain as arcane spells he can prepare and cast, gaining an extra spell slot per spell level to use for a domain spell only(these are not shown on the spells per day table). He gains the divine gifts granted.

Words of Sorrow: The warlock is a being of trickery, pain, torture, and corruption. Not surprisingly, he can learn to inflict his enemies with great emotional suffering as much as physical. At 2nd level, he gains the ability to cast sorrow 1/day as a spell-like ability. His caster level is equal to his warlock level. At 5th level, this increases to 2/day, and at 8th it increases to 3/day.

Rebuke Undead: A warlock carries with him a symbol of his pure evil that radiates the most terrible power. Using this symbol, a warlock may rebuke undead as a cleric. He follows all normal rules for rebuking as a cleric, though he can never turn(unless his domains grant him a special power to turn certain creatures).

Words of Damning: At 6th level, the warlock may speak curses upon a foe once per week. In effect, he has bestow curse as a spell-like ability with a caster level equal to his warlock level.

Path of the Damned: The warlock forever seeks to gain greater power and emulate their malicious masters, or "Walk the Path" as they call it. At 10th level, a warlock begins to delve deeper into The Path and learn some of the many secrets of The Damned. He gains a bonus feat of his choice from the list of Warlock Bonus Feats given below. He gains an additional bonus feat at 15th and 20th level.

Dark Speech: The warlock is a speaker of that which is not meant to be spoken by mortal tongues. Through delving into the most horrid realms of knowledge and malignant ways, he learns to speak the Speech of Evil. He gains Dark Speech as a bonus feat at 6th level(even if he does not meet the normal prerequisites).

Immolate: As the warlock grows in power, he takes on another fearsome quality of his dark masters. At 13th level, he gains the supernatural ability to wreath himself in unholy flames(color of his choosing). He may do this for up to 10 rounds per day(they need not be consecutive), and the flames deal 2d6 damage per round to anyone grappling or touching the warlock. Anyone making attacks with their body and not weapons suffers the damage. Weapons made of wood, clothing, or other flammables must succeed at a Reflex saving throw or catch on fire. Half of the damage taken is vile damage.

Possession: At 18th level, the warlock truly becomes a sinister soul. He gains the ability to leave his body once per week and act as a fiend who has the ability to possess creatures or objects. He can only do this once per week. He may continue to possess a person or object as long as he is able, but once he returns to his own body, at least a week must pass before he can leave it again to roam as a sinister spirit. If his body is destroyed while he is in his ethereal form outside of it, he is stuck in the form(though he can still possess people and objects) until a special ritual involving necromantic magic or reincarnation is invoked specifically for him. See page 23 of the Book of Vile Darkness for more information.

Bond of the Na'ril'Dum: Renouncing his warlock status and reverance of The Damned bars him from ever advancing as a warlock again. In addition, he suffers a bestow curse effect that can only be removed by the performance of one final, sinister deed. At his death(if he has renounced his warlock ways), he is taken to a place where even warlocks fear. There he is subject to an eternity of torture spell. At this point, he cannot be brought back from the dead except through a Wish or Miracle, and the caster bringing him back must succeed at a level check (DC 30).
If a warlock directly aids a good creature through any means without ulterior motives, he automatically suffers a bestow curse effect(chosen by the DM) and must atone. Indirect aid, or aid with clear(to the warlock) hidden motives for future betrayal, murder, etc. does not cause a curse.
Any willing casting or use of particularily good spells, items, or anything of the like causes him to suffer 1d6 Wisdom damage for every hour he continues to keep the item for its use(though if he keeps it away from his person, such as in a safe or chest, he suffers no penalty), or for every use of a good spell. Even if he should remove the item from himself, he still suffers the effects of the wisdom damage until restored or a day has passed. If a warlock is damaged to 0 Wisdom through this effect, his Wisdom is restored but suffers the effects of an Insanity spell.

The Warlock has BAB as a wizard(x1/2 level) and a good Will save.

This spells per day list is the same as the wizard's in the PHB.

Warlock Domain List
Chaos
Corruption
Darkness(BoVD)
Death
Demonic
Destruction
Diabolic
Evil
Law
Knowledge
Madness
Trickery
Void

Warlock Spell List

0-level: Resistance, Detect Poison, Detect Magic, Read Magic, Daze, Light, Ghost Sound, Disrupt Undead, Touch of Fatigue, Message, Open/Close, Inflict Minor Wounds

1st level: Alarm, Endure Elements, Hold Portal, Shield, Mage Armor, Obscuring Mist, Summon Monster I, Comprehend Languages, Detect Good, Detect Secret Doors, Detect Undead, Charm Person, Hypnotism, Color Spray, Disguise Self, Silent Image, Cause Fear, Ray of Enfeeblement, Erase, Expeditious Retreat, Feather Fall, Bane, Curse Water, Deathwatch, Doom, Inflict Light Wounds

2nd-level: Arcane Lock, Obscure Object, Protection From Arrows, Resist Energy, Fog Cloud, Glitterdust, Summon Monster II, Summon Swarm, Web, Detect Thoughts, See Invisibility, Daze Monster, Touch of Idiocy, Continual Flame, Darkness, Shatter, Blur, Hypnotic Pattern, Invisibility, Magic Mouth, Minor Image, Misdirection, Phantom Trap, Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Scare, Alter Self, Darkvision, Levitate, Rope Trick, Spider Climb, Whispering Wind, Aid, Death Knell, Desecrate, Enthrall, Find Traps, Inflict Moderate Wounds, Lesser Restoration

3rd-level: Dispel Magic, Explosive Runes, Nondetection, Protection From Energy, Sepia Snake Sigil, Summon Monster III, Arcane Sight, Clairaudience/Clairvoyance, Tongues, Hold Person, Rage, Suggestion, Displacement, Illusory Script, Invisibility Sphere, Major Image, Gentle Repose, Halt Undead, Ray of Exhaustion, Vampiric Touch, Blink, Gaseous Form, Haste, Secret Page, Slow, Water Breathing, Glyph of Warding, Inflict Serious Wounds, Invisibility Purge, Prayer, Bestow Curse, Remove Curse, Speak With Dead

4th-level: Animate Dead, Dimensional Anchor, Fire Trap, Lesser Globe of Invulnerability, Stoneskin, Black Tentacles, Solid Fog, Summon Monster IV, Arcane Eye, Detect Scrying, Scrying, Charm Monster, Confusion, Crushing Despair, Lesser Geas, Fire Shield, Shout, Wall of Fire, Wall of Ice, Hallucinatory Terrain, Illusory Wall, Greater Invisibility, Phantasmal Killer, Shadow Conjuration, Contagion, Enervation, Fear, Polymorph, Death Ward, Discern Lies, Divine Power, Giant Vermin, Inflict Critical Wounds, Poison, Neutralize Poison, Repel Vermin, Restoration

5th-level: Break Enchantment, Dismissal, Lesser Planar Binding, Summon Monster V, Teleport, Wall of Stone, Contact Other Plane, Prying Eyes, Telepathic Bond, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Sending, Wall of Force, Dream, False Vision, Mirage Arcana, Nightmare, Persistent Image, Seeming, Shadow Evocation, Blight, Magic Jar, Symbol of Pain, Waves of Fatigue, Baleful Polymorph, Passwall, Telekinesis, Transmute Mud to Rock, Transmute Rock to Mud, Permanency, Atonement, Mass Inflict Light Wounds, Insect Plague, Righteous Might, Slay Living, Unhallow

6th-level: Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Guards and Wards, Repulsion, Acid Fog, Planar Binding, Summon Monster VI, Analyze Dweomer, Legend Lore, True Seeing, Geas/Quest, Mass Suggestion, Symbol of Persuasion, Contingency, Mislead, Permanent Image, Programmed Image, Shadow Walk, Veil, Circle of Death, Create Undead, Eyebite, Symbol of Fear, Undeath to Death, Disintegrate, Flesh to Stone, Stone to Flesh, Transformation, Antilife Shell, Blade Barrier, Greater Glyph of Warding, Harm, Mass Inflict Moderate Wounds,

7th-level: Banishment, Sequester, Spell Turning, Plane Shift, Summon Monster VII, Greater Teleport, Greater Arcane Sight, Greater Scrying, Mass Hold Person, Insanity, Power Word Blind, Phase Door, Symbol of Stunning, Forcecage, Prismatic Spray, Mass Invisibility, Project Image, Greater Shadow Conjuration, Simulacrum, Control Undead, Finger of Death, Symbol of Weakness, Waves of Exhaustion, Ethereal Jaunt, Limited Wish, Blasphemy, Destruction, Mass Inflict Serious Wounds, Greater Restoration, Word of Chaos, Dictum

8th-level: Dimensional Lock, Mind Blank, Protection From Spells, Maze, Greater Planar Binding, Summon Monster VIII, Trap the Soul, Moment of Prescience, Greater Prying Eyes, Antipathy, Binding, Mass Charm Monster, Demand, Power Word Stun, Symbol of Insanity, Greater Shout, Screen, Greater Shadow Evocation, Clone, Create Greater Undead, Horrid Wilting, Symbol of Death, Cloak of Chaos, Mass Inflict Critical Wounds, Shield of Law, Unholy Aura

9th-level: Freedom, Imprisonment, Gate, Summon Monster IX, Foresight, Dominate Monster, Mass Hold Monster, Power Word Kill, Shades, Weird, Astral Projection, Energy Drain, Soul Bind, Wail of the Banshee, Etherealness, Shapechange, Wish, Implosion, Gate

Warlock Bonus Feat List

General
Bolster Resistance
Combat Casting
Corpsecrafter
Daunting Presence
Deadly Chill
Destruction Retribution
Eschew Materials
Empower Turning
Extra Turning
Greater Spell Focus
Greater Spell Penetration
Hardened Flesh
Heighten Turning
Improved Counterspell
Improved Turning
Malign Spell Focus
Nimble Bones
Quicken Turning

Metamagic

Corrupt Spell
Enervate Spell
Fell Animate
Fell Drain
Fell Frighten
Fell Weaken
Violate Spell

Vile
Evil Brand
Lichloved
Sacrificial Mastery

Divine
Profane Lifeleech

[/spoiler]
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Class Feature Ideas

Alright, here are some ideas so far for each class and what abilities it may have:

The Thaumaturgist

-Healing and curative magic, perhaps the best access of all the classes

-Miracle magic, as in astonishing magical feats that no other class will be able to duplicate (at least easily), which will probably be from the Necromancy tree (the Warlock is really the only other class with much power over this, barring the Sorcerer's generic self)

-Some control over fate and time (I don't want it to be as well-tuned to time magic as say, the Fatespinner PrC, but the powers will be there), possibly represented by a few Divination powers (though that is one of the Hierophant's major specialties)

-Decent combat ability

-As opposed to healing spells themselves, maybe special Thaumaturgist-only abilities related to the Heal skill, kind of like how the Bard has access to additional features based on skill points and level

The Martyr

-Possibly the closest resemblance to the Monk/Paladin out of all of the Vilydunn classes

-Luck-based abilities

-Probably a Charisma-based warrior type who knows how to rev up a crowd

-Good alignment restriction

-Immunity to fear effects, possibly some Monk-like abilities, resistance to charm-like spells

-Unlikely but it is possible it may gain spell-like abilities such as Aspect of the Deity

-No actual spellcasting

The Jester

-somewhat above average combat ability

-Charisma-based, for obvious reasons

-Access to a few supernatural powers that affect his performance, such as spell-like Haste, Blur, and Displacement

-Small range of spells that must be learned similar to how a wizard does, with a major focus in Illusion

-Definite special access to upper-level illusory magic, since the Jester's spell list is unlikely to reach higher than 4th level at tops.

-To give players a reason to make the Jester the Jester and take Perform ranks, access to the Illusion spell-likes will probably require ranks in Perform, making this class somewhat similar to the Bard

-Chaotic requirement(?)

The Enchanter

-Powerful, immediate and career-spanning command over most spells of the Transmutation and Enchantment schools primarily, with good access to Abjuration

-Shapeshifting, likely into one form that they must choose upon gaining the first level of the class and cannot change (except under special circumstances)

-Poor base class combat ability

-Passive class feature that improves attack bonus, AC, and HP while in shifted form. This bonus will improve with levels

-Possibly, access to a new feat that reduces the XP cost of using Permanency on spell effects, available only to an Enchanter with a certain number of levels. This would make the Enchanter truly live up to its name.

The _____(???)
-No spellcasting
-Definitely going to be an outdoorsy character. The only other really wilderness-based class at the moment other than this undecided one is the Fighter with variants on skill/feat trees. Any suggestions?

Well, that's it so far. Definitely open to suggestions/comments :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

CYMRO

How about Domains for the Martyr?

Hibou

Quote from: CYMROHow about Domains for the Martyr?

Possibly. Access to the Good, Glory, and Liberation domains are all possible choices for the class.

Also, today I thought about things and decided that maybe I should just keep the Barbarian class, since he'll still be quite unique among the others. If this becomes the case, then the as of yet unnamed class is scrapped and the Barbarian takes the place of the missing outdoorsy one.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Hmm... has anyone ever seen a base class that had its spellcasting start at 8th level? I'm thinking I might do that with one or two of these.

Also, now that I look it over again the Commando may be a potential class for Vilydunn's roster. If I use him, there won't be the barbarian as a base class, but it will be made into a PrC.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Hmmm... brainstorming has led me to this:

-The Thaumaturge and Jester are the first two I want to complete

Thaumaturge

-Thaumaturge's use of the Heal skill has been confirmed for his supernatural powers, but he will receive a small spell list that covers his 'miracles' and time magic (I may just create two new domains and give them to him)
-Cleric BAB(x3/4 level)
-d8 or d10 HD is undecided
-Arcane caster?

Jester
-Fighter BAB, d8 HD
-Probably an arcane caster, which means there will be a limit on armor types
-I'm thinking of giving him a passive bonus to AC and Reflex saves based on his Perform ranks (every 6 ranks = +1 maybe?)

Enchanter
-Should be fairly easy since it's kind of like a druid who casts arcane instead of divine and has a narrower spell list
-Problem: How do I balance the selection of the animal form that the person shifts into so that one or two aren't greatly favored over all the others?
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Xathan

Quote from:  +1 maybe?)[/quote[class=Jester]

[bab=fighter]

[ref=good]

[special=AC bonus (Assuming Max Ranks in Preform)]

[repeat]

[1]+0[/1]

[3]+1[/3]

[9]+2[/9]

[15]+3[/15]

[/special]

[/class]

[/spoiler]

That seems rather low to me. I might go with instead, every 5 ranks - +1 at level 2, +2 at level 7, +3 at level 12, and +4 at level 17.

Another options is make it higher, and give them some other benifits, and then require them make a sucessful preform check to gain the benifets as a standard action once combat starts.

QuoteEnchanter
-Should be fairly easy since it's kind of like a druid who casts arcane instead of divine and has a narrower spell list
-Problem: How do I balance the selection of the animal form that the person shifts into so that one or two aren't greatly favored over all the others?

Instead of using the Wildshape from the MM, use instead the variant in PHB II, or instead make the form of wolf, bear, hawk, whatever, provide static benifits that are balanced against each other, so no form is obviously more powerful.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
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Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Hibou

QuoteWhat do you mean by the heal skill being confirmed? Is his casting going to be based around successful heal checks? Cool idea, if so, but if not, what do you mean?

In one of my previous posts where I was listing ideas, it was said that the Thaumaturge might possibly have wonderful access to all manner of healing magiks, but have them tied to his ranks in the Heal skill alone (so they wouldn't actually be in his spell list).

QuoteIf the Thaumaturge is a full caster, d8 or even d10 is too much. I'd go with d8 hd if it is a partial caster, though.

Aye, only a partial caster. How I'd make it partial, however, is a mystery so far. I know I want the Thaumaturge to be able to use Time Stop and Miracle. I'm thinking maybe the spell list should be very limited.

QuoteHealing is typically the domain of divine casting...so I love the idea of an arcane caster.

Same here. I think I will go with an arcane caster.

QuoteThat seems rather low to me. I might go with instead, every 5 ranks - +1 at level 2, +2 at level 7, +3 at level 12, and +4 at level 17.

I'll probably make it every 5 ranks. The Jester isn't going to be much of a caster, but will instead be a combatant who can use Perform ranks to emulate certain Illusion-type spells. He will have a spell list, but it'll probably be roughly the same size as the spell lists that the Ranger and the Paladin get.

QuoteInstead of using the Wildshape from the MM, use instead the variant in PHB II, or instead make the form of wolf, bear, hawk, whatever, provide static benifits that are balanced against each other, so no form is obviously more powerful.

I haven't seen the PHB II so I have no idea what the variant is :(. I think I will go with static bonuses based on the forms of each animal (eagle would get flight, good vision, claw attacks, etc., while a bear would get increased strength and constitution and a nat AC, plus nasty claw attacks, wolf would get increased speed and tripping and better Dex/Con, etc.). Also, I think the Enchanter will get some bonus feats as he levels that will be taken from a list that only really benefits him while in his animal form.

There is also the problem of when to allow such shapeshifting. It would seem appropriate to let it be available at level 1, but there's a balance problem there. Perhaps until a certain level, the form can only be held for a certain number of rounds?
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Xathan

the other option is, for the Enchanter, to give it acess to certian forms at certian levels, and lower level forms get more powerful as the Enchanter gains more levels, so that they remain useful all the way to level 20 and beyond.

I do favor a round limit on it, as well. I never liked the druid's wild shape.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
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14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Hibou

I like the 'permanent' shift option, just not before someone could cast Polymorph Self. The multiple forms thing is possible, though my original thought was to give one animal shape that progresses through stages like Normal, Dire, Half-Celestial Dire, Legendary, or something.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Ohh, phooey. I think I may just remove the Rogue as well, and add in two new classes: The Hunter(similar to the Ranger), and the Professional(a kind of mix of Rogue, Bard, and Paladin). That'll make the only remaining core classes the Fighter and Sorcerer, and the Fighter will no longer have multiple trees of bonus feat choices.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Without further ado, I bring you... THE THAUMATURGE!


The Thaumaturge

"There's a lot to this world that no one understands," said the master to his apprentice, uttering one word while lifting his hand, which snapped backward whilst it silently glowed blue in the darkness of the room. "No one, except us."
 The apprentice looked curiously at his master, bringing his own clenched fist upward and opening it to form a spider-like cradle as he spoke the command. Nothing happened. "It won't work," he said in frustration.
 "No no, you're too tense. Relax." The master once again brought his hand up from his side, and once again his wrist snapped backward before the bluish glow illuminated it. Normally he could control the force that pressed his wrist backward, but he was showing his student now what would happen so he could better understand.
 The student sighed and made yet another attempt. He loosened his shoulders, allowing his muscular movements to be fluid, and relaxed. He brought his arm upward slower this time, and as he felt the surge in his limb he uttered it. "Vai-nah!"
 He looked in awe. He felt his wrist snap backward not painfully but under the influence of a powerful force, and his digits shone azure. He began to turn absent-mindedly, until out of the corner of his eye he saw a glint of a dagger - held by his own mentor - hurtling viciously towards his left arm. He tried to dodge but failed, and in an instant his arm was wracked with agony as the dagger ripped clear through his appendage. The student surprised enough that when his teacher pulled the weapon painfully and quickly out, he did not move or do anything but stand with his mouth open in shock. "Touch the wound with your hand," his mentor said.
 Slowly, he did so. Before his eyes the wound was closed and the torn flesh mended by the magic that surged through his right palm. The intense pain that plagued his arm was fast dissipating, and he felt normal within moments. "Amazing," he spoke, even more in disbelief than he had been when he was wounded.
 The teacher smiled and walked off into the next room, likely to record progress and prepare the next day's lesson. The student, quite impressed with his feat of wonder, wandered carelessly towards the window, looking outside. It was raining as it had been for two days, and in the darkness little could be seen except the raindrops as they struck the window. But tonight, the student could see something else. There was something there in the brush a few feet from the window. Something that stopped his heart.

 Two glowing red eyes.


[spoiler=Fluff]

Everyone, or almost everyone, believes in miracles. They believe that people may be healed of the most grievous of wounds instantly. They believe that a hospital filled with the victims of a deadly plague may suddenly become healthy as if the sickness had never existed. And they believe that in rare cases, one may be brought back from the dead to be happy once again among their friends and family. What most do not believe, however, is that there are those who can work these miracles. They do not believe that there are the Thaumaturges.
 
Adventures: Thaumaturges adventure for a few reasons. Many are saddened by the death and suffering that takes place across the land, and seek to prevent and mend it. Others are more hesitant to use their incredible powers at every opportunity, and seek out the proper moments to work their miracles, when it is vital to the future and not risking their discovery. Some are even more concerned with their own understanding of time. Whatever the case, a thaumaturge has much reason to travel and experience the world.
 
Characteristics: A thaumaturge is unique in that she has access to powers that few others could understand, let alone harness. She is limited but at the same time not, for her magic is a powerful, if small division. She is an able combatant, and her unique arcane powers make her all the more capable. Time is her plaything, for she learns to modify its properties and even act as if it did not affect her at all.
 
Alignment: Thaumaturges are never evil. Though the curative magic they wield in itself is not good or evil, the teachings they must learn in order to control it are more benevolent than not. Thus, a thaumaturge is never truly cruel-hearted.
 
Religion: Thaumaturges often worship Morne Heurefaith due to their unique relation to the flow of time. They are far from restricted to a deity, however, and most thaumaturges worship none or all of the powers that may be.
 
Background: Most thaumaturges have seen suffering or death in their lives. It is this type of hardship that drives them to prevent such things from happening again, and become what they are. Most thaumaturges are trained, but a few rare ones have learned to wield the powers they use on their own.
 
Races: Thaumaturges have come from all three subraces of humans, and it is said among the Aust'ene they are particularily popular.
 
Other Classes: Due to their abilities, thaumaturges get along quite well with most other classes. They are capable enough to take the hits in combat, and are valued among those who are aware of their powers for their healing ability. The advantages that their control over time can grant to them, however, sometimes makes them seem reckless and a little departed from others. Thaumaturges scarcely can work with warlocks.

[/spoiler]

Game Rule Information

Abilities: A thaumaturge can cast a fair number of arcane spells, as well as some special abilities. Constitution determines his spells' power, his bonus spells, and his spell DCs. A thaumaturge's DCs and spell-like ability strength is based on his Constitution score. Wisdom is important to him for many class skills (including Heal) and features. Strength and Dexterity are also important, since the thaumaturge is as much a warrior as he is a spellcaster.

Alignment: Any nonevil.

Hit Die: d8.

Class Skills

The Thaumaturge's class skills are Climb, Concentration, Craft, Heal, Jump, Knowledge(time and history), Profession, Sense Motive, Spellcraft, and Swim.

Skill Points: (4 + Intelligence modifier) x 4 at 1st, 4 + Int mod per level.

Class Features  

Base Attack Bonus: x3/4 level
Saves: Good Fortitude and Will

Weapon and Armor Proficiency: Thaumaturges are proficient with all simple weapons and three martial weapons of the player's choice. They are proficient with shields but not armor. They do incur spell failure for the spells they cast.

The Power of Life(sp): For a thaumaturge, the Heal skill has more use that it does for others. It allows him to work true miracles, from lowly healing all the way to bringing back the dead at the highest levels. A thaumaturge has a Healing Reserve with a number of points equal to his ranks in Heal (do not count modifiers from abilities, Skill Focus, or any other sources). He gains abilities over his career that increase in potency but also in Reserve Cost.

With all Power of Life abilities, if the thaumaturge is immobilized in any way such as paralysis or another situation where he could not move, he may not use his abilities on himself unless he is capable of stilling his powers (see below).

At 1st level, a thaumaturge's control over healing is weak, but it is there. He may choose to expend a number of Reserve Points no greater than half his Healing Reserve total rounded up (a 1st level thaumaturge may spend 2 on one use, while a 20th level thaumaturge may spend up to 12). For each point he spends in this way, he heals 1d8 damage to himself or an ally that he touches. He gains a bonus to the HP healed equal to 1/2 his thaumaturge level (so a 4th level thaumaturge who expends 2 points will heal 2d8+2 damage, or if he were to spend 1 point he would heal 1d8+2 damage).

At 2nd level, the thaumaturge may expend 1 point to duplicate the spell Delay Poison.

At 4th level, he gains a new option for his Power of Life ability. He may now spend 2 points to cure himself an ally of paralysis, duplicating the Remove Paralysis spell.

At 6th level, he gains access to two new Power of Life abilities. He may spend 2 points of his Healing Reserve to duplicate the effects of Remove Blindness/Deafness or Remove Disease.

At 8th level, the thaumaturge gains even more choices with which to use his Healing Reserve. By spending an additional Reserve Point on any of his abilities, the thaumaturge can cast it stilled or silenced. He also gains the ability to duplicate the Neutralize Poison spell by expending 3 Reserve Points.

At 9th level, the thaumaturge may duplicate the effects of Restoration by expending 4 Reserve Points.

At 11th level, by spending an additional 3 points, a thaumaturge can create an effect similar to that of Healing Circle. He heals all allies in a 20-ft radius the amount of damage he chooses to (by expending his points as normal). For example, if an 11th level thaumaturge were to use this ability, expending 3 Reserve Points +3 for healing multiple targets, he would cure everyone in a 20-ft radius 3d8+5 points of damage.

At 12th level, the thaumaturge can now make any use of his abilities both stilled and silenced. Applying both properties costs 2 points more than the ability normally would.

At 13th level, he gains the Power of Life ability to duplicate the effects of Heal by expending 6 Reserve Points.

At 16th level, Greater Restoration may be duplicated with the use of 7 Reserve Points.

At 18th level, True Resurrection may be used with the use of 8 Reserve Points.

Finally, at 19th level, the thaumaturge gains his greatest Power of Life ability. By expending 9 Reserve Points, he may duplicate the effects of Miracle. This is the power of the thaumaturge that legends speak of, for it is so incredibly powerful and unknown.  

Since this ability draws on positive energy, if it heals damage it may also deal damage to undead creatures, using the rules for attacking with a Cure Light Wounds spell in such a case.

Spells: A thaumaturge may cast a limited list of arcane spells. To cast a spell, he must have a Constitution score of 10 + the spell's level. In order to prepare his spells to be used for the coming day, he must have a good night's sleep as well as spend 1 hour preparing them. A thaumaturge's bonus spells are based on Constitution, and his DCs for spells are 10 + the spell's level + the thaumaturge's Constitution modifier.
 A thaumaturge does not learn his spells, but the Libram of Time he carries is what he prepares them from. The tradeoff to this is that the thaumaturge's list of spell choices is limited and there are few truly offensive spells. His spells are listed below.

Sixth Sense(su): The thaumaturge even from the beginnings of his career is gifted with control over the way time works. At 2nd level, his ability allows him to better evade attacks, granting him an Insight bonus to his AC equal to his Wisdom modifier (always at least 0). At 5th level, this is also applied to Reflex saves. At 8th level and beyond, he keeps his Dexterity bonus to AC regardless of being flat-footed.

True Quickness: At 15th level, the thaumaturge surpasses the apparent limit of speed for his body and mind to work as one. If he has the Quicken Spell feat, it now only increases a spell's level by 3, instead of 4.

Time Thief(sp): At 19th level, the thaumaturge learns to manipulate time in impossible ways that grant him incredible power over the future. He may use Time Stop and Foresight each 1/day at a caster level equal to his thaumaturge level.

[spoiler=Spell List]

Thaumaturge Spells

0-level: Daze, Light, Mending, Arcane Mark, Detect Magic, Read Magic.

1st-level: Deathwatch, Doom, True Strike, Sleep, Erase, Expeditious Retreat, Feather Fall, Mage Armor.

2nd-level: Continual Flame, Blur, Levivate, Augury, Hold Person, Make Whole, Silence, Invisibility, See Invisibility, Hypnotic Pattern.

3rd-level: Dispel Magic, Water Walk, Displacement, Gentle Repose, Halt Undead, Blink, Fly, Haste, Slow, Invisibility Sphere.

4th-level: Freedom of Movement, Rusting Grasp, Status, Death Ward, Air Walk, Sending, Minor Creation, Hallucinatory Terrain.

5th-level: Atonement, Break Enchantment, Hold Monster, Dream, Nightmare, Raise Dead, Fabricate, Permanency, Teleport, Major Creation, Mirage Arcana.

6th-level: Greater Dispelling, Wind Walk, Word of Recall, Contingency, Flesh to Stone, Mass Haste, Stone to Flesh, Move Earth.

[/spoiler]

[class=Thaumaturge]

[bab=rogue]

[fort=good][will=good]

[special=Special]

[1]Spells[/1]

[2]Sixth Sense(Wis bonus to AC)[/2]

[5]Sixth Sense(Wis bonus to Reflex saves)[/5]

[8]Sixth Sense(Dex bonus to AC)[/8]

[15]True Quickness[/15]

[19]Time Thief(Time Stop and Foresight)[/19]

[/special]

[special=Power of Life]

[1]Healing Reserve, Healing[/1]

[2]Delay Poison[/2]

[4]Remove Paralysis[/4]

[6]Remove Blindness/Deafness, Remove Disease[/6]

[8]Still/Silent, Neutralize Poison[/8]

[9]Restoration[/9]

[11]Healing Circle[/11]

[12]Still&Silent[/12]

[13]Heal[/13]

[16]Greater Restoration[/16]

[18]True Resurrection[/18]

[19]Miracle[/19]

[/special]

[/class]

---

The spells per day list for the thaumaturge is the same as the bard's, so I won't post it right now. The class has not yet been playtested. Any questions, comments, or concerns? Is it too weak? Too strong?
[spoiler=GitHub]https://github.com/threexc[/spoiler]