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  1. #1
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    Warning: This post may contain house rules, explicit off-topic content,

    and non-3e language not appropriate for some audiences. Viewer

    discretion is advised.





    I don`t know what this really has to do with Birthright, other than it

    was made for a Birthright campaign. I`m working on taking the customize

    class idea from Arcana Unearthed and making the Academy Graduate class

    as one of the replacements for wizards, sorcerers, and clerics. (I kind

    of like bards and druids the way they are.) The idea was to emphasise

    wizards that have stronger themes in their spell selection, thus some of

    the options are taken away in favor of choosing general themes.





    The Academy Graduate is a prestige class requiring levels in Academy

    Student, Disciple, or Courtier. These classes have not yet been made so

    no requirements have yet been set. But it`s made to be accessed at

    third level, the minimum level needed to cast magic spells in my game.



    The idea is that all of the war academies, magical institutions, bardic

    colleges, and even priestly sanctums (or basically any special holding

    appropriate for Osprey`s game...) uses the same Academy Graduate class,

    just chooses a different Discipline to focus on. Multiclassing between

    different Disciplines is allowed, though not advised.



    Below is a sample... It includes the Academy Graduate class with the

    Alchemy template. No other templates have been made yet.



    You`l notice that I`ve gotten rid of some of the divine and arcane

    distinctions. Since it all comes from the same class, and templates

    give such a tight focus, the distinction isn`t really necessary.



    Academy (Alchemy) Graduate casts arcane spells. Their spells must first

    be memorized in the usual way. To determine how many spells you may

    memorize, you spend spell points. Each class level in Academy Graduate,

    regardless of discipline, gives you 1 spell point. Memorizing a spell

    requires you to spend spellpoints equal to the spell`s level. The

    maximum level of a spell you can cast is determined the same as a

    wizard. Ditto with spell DCs, requires Intelligence, etc.



    They have the BAB and saves of a wizard. Skills and skill points have

    not yet been determined.



    Spell Book: Academy Graduates do not gain spells as they gain levels as

    wizards do. However, the Alchemist starts with a spellbook containing

    the following spells:

    1st - Change Self, Cure Light Wounds, Grease, Obscurring Mist, Ray of

    Enfeeblement (Required: 1st level Alchemist)

    2nd - Delay Poison, Fog Cloud, Glitterdust, Melf`s Acid Arrow, Web

    (Required: 3rd level Alchemist)

    3rd - Contagion, Explosive Runes, Gaseous Form, Keen Edge, Meld into

    Stone, Water Breathing (Required: 5th level Alchemist)

    4th - Fire Trap, Minor Creation, Neutralize Poison, Poison, Solid Fog

    (Required: 7th level Alchemist)

    5th - Cloudkill, Passwall, Stoneshape, Transmute Mud to Rock, Transmute

    Rock to Mud (Required: 9th level Alchemist)

    6th - Acid Fog, Flesh to Stone, Heroes` Feast, Ironwood, Stone to Flesh.

    (Required: 12th level Alchemist)



    At 1st, 5th, and 9th levels, the Alchemist gains a Bonus Feat. This may

    be any item creation or metamagic feat, or "spell mastery". (Class

    Ability -- but feat selection is determined by template.)



    At 2nd level, the Alchemist gains the Aid Spellcasting ability, allowing

    him to help another person cast a spell. Each person must have the

    ability to cast the spell, and for each person aiding in this fashion,

    the caster recieves either +1 to the DC of his spell or +1 effective

    caster level. Aiding another in this fashion requires a Concentration

    check with a DC of 10 + spell`s level and costs 1 spell point (or the

    forfeiture of one spell point worth of memorized spells) regardless of

    success or failure. (Template ability, though all magic using templates

    have this.)



    At 6th level, the Alchemist gains +2 to all Fortitude saves. This

    stacks with the Great Fortitude feat. (Template ability.)



    At 10th level, the Alchemist gains the Scientific Mind trait. This

    grants a +1 to all Will saves and knowledge checks, and a +4 bonus to

    Alchemy checks. (Template ability.)



    At 12th level, the Alchemist can cast his Awesome Power. To attempt

    this costs 10 spell points (or the forfeiture of 10 points worth of

    memorized spells), and requires a Concentration check at DC 40. Only

    people with the Aid Spellcasting ability can provide aid another bonuses

    to this skill check. A number of assistants equal to the caster`s

    charisma bonus may be used in the casting. For every two points the

    check is failed by, the caster and all assistants suffer 1d10 damage.

    Spell points may be spent to negate dice of damage on a 1-for-1 basis.

    (Note: the caster already spent 10 in the attempt.) (Template ability

    -- each of the magic using templates have their own Awesome Power Effect

    [see below].)



    Awesome Power Effect: Alchemists who successfully use their Awesome

    Power, may cast the 9th level spell Temporal Stasis next round. Also,

    the Alchemist may use his Alchemy skill in place of Concentration when

    attempting to cast his Awesome Power.



    The Academy Graduate only goes up to 12 levels. If a player wishes to

    continue his magical career, he may enter another prestige class or

    reenlist into the Academy of a different Discipline. No spells higher

    than 6th level are allowed in my game.



    --Lord Rahvin
    NOTE: Messages posted by Birthright-L are automatically inserted posts originating from the mailing list linked to the forum.

  2. #2
    Senior Member Osprey's Avatar
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    They have the BAB and saves of a wizard. Skills and skill points have
    not yet been determined.
    Why not make the skill points per level, and class skill sets, dependent upon the focus? Some magic-users might gain a less impressive spell list in exchange for more mundane knowledge and skills. Magicians are a good example.

  3. #3
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    > Why not make the skill points per level, and class skill sets,

    > dependent upon the focus? Some magic-users might gain a less

    > impressive spell list in exchange for more mundane knowledge and

    > skills. Magicians are a good example.



    Sounds good to me. I can definitely see alchemists having different

    class skills than druid or cavalry.



    --Lord Rahvin
    NOTE: Messages posted by Birthright-L are automatically inserted posts originating from the mailing list linked to the forum.

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