View Full Version : The Initiate PrC
Archaelos
01-23-2009, 03:59 PM
Some are willing to live their lives in the shadow of greater potential glory, but others reach for the true power. For them, the Initiation is the first step along a hard and difficult road, but one with great rewards.
Requirements
8 Ranks Knowledge (Arcana)
8 Ranks Knowledge (Art, History, or Philosophy and Theology)
8 Ranks Decipher Script
8 Ranks Research
Must make peaceful contact with a Higher Power.
Must permanently sacrifice either 2 points of Constitution or 2 points of Wisdom. This indicates dedication of the mind and body to the path of the Initiate. These points cannot be regained in any manner.
Class Abilities
d6 HD
6 +1/2 Chr Level AP per level
BAB: As Smart Hero
Saves: Will Good
Defense: As Smart Hero
Reputation: As Smart Hero
Skills 5+Int per Level
Concentration (Con), Craft (Any) (Int), Decipher Script (Int), Knowledge (All) (Int), Profession (Wis), Read/Write Language, Research (Int), Speak Language, Spellcraft (Int), Use Magic Device (Cha)
Level based Abilities
1..........Initiate Skills, Lesser Arcanum, Scroll Use
2..........Second Sight, Bonus Feat
3..........Investiture
4..........Sacrificial Power, Bonus Feat
5..........Arcanum
Bonus Feat: Extend Spell(M), Educated, Iron Will, Magical Affinity (+2 UMD/Spellcraft), Maximize Spell(M), Quicken Spell(M)*, Silent Spell(M), Spell Focus**, Spell Penetration, Still Spell(M)
M - Metamagic Spells. May be used on any known spell, ignore slot adjustments.
*Quicken Spell - Must have at least 1 other Metamagic Feat. (M)
**Spell Focus - No schools, adds +2 to all Spell DCs.
Initiate Skills: The Initiate gains the following skills as class skills. Concentration, Spellcraft, Use Magic Device
Second Sight: The Initiate has a permanent effect identical to the spell [I]Detect Magical Aura. By focusing for 1 rnd, the Initiate can make this ability active.
Scroll Use: The Initiate can cast spells from scrolls, tomes, runes, and other manners of engraving spells in textual form. Note though, many such texts carry hazardous penalties which the Initiate will suffer.
Lesser Arcanum: The Initiate learns the spells from the Lesser Arcanum spell list below. The Initiate can cast a number of spells per day equal to his (Initiate Levelx2)+Int Bonus.
Investiture: The Initiate Chooses one ability from the Investiture list. This becomes a permanent special ability for the Initiate.
Sacrificial Offering: By spilling the blood (1 HP) of a person defined as Helpless, the Initiate may transfer the casting cost of any scroll to that person. The person must be alive when the spell is cast, or it fails, and all penalties are applied to the Initiate. If the Helpless person dies because of the penalty, then the spell casts with no ill effects to the Initiate.
Arcanum: The Initiate learns the spells from the Arcanum list. He adds these to his spells known.
Archaelos
01-23-2009, 04:22 PM
Lesser Arcanum Spell List
Arcane Lock
Blur
Cause Fear
Change Self
Daze
Hold Portal
Light
Locate Object
Mask Metal
Mending
Obscuring Mist
Prestidigitation
Protection from Bullets
Ray of Fatigue
See Invisibility
True Strike
Investiture List
Arcane Blast (1d6/class lvl, ranged touch, 30' range, Force Damage)
Darkvision
Resistance to Energy 5 (Type chosen by Initiate)
Mage Hand as an at Will SLA
Sleep Spell as a 3x/Day SLA
Spell Resistance 10+Class Level
Arcanum
Animate Dead
Displacement
Fireball
Halt Undead
Haste
Hold Person
Invisibility
Lightning Bolt
Slow
Archaelos
01-23-2009, 04:22 PM
Comments, critique or suggestions welcome.
Mouser
01-23-2009, 04:35 PM
My first reaction without a huge amount of research was:
A huge investment for limited payoff.
Origen
01-23-2009, 04:58 PM
It seems like something designed to wrap mechanics around an NPC character concept. I think Mouser is right that the payoff would be a bit limited. But I also know that you're trying to express an imaginative concept into the game for pushing the story foreward without the bolts flying off the game.
I can resonate, because I'm generally pretty conservative when introducing something into the game.
I like the idea of a ritual that gives someone a limited spellcasting capability, because it puts magic into the game in a limited but potentially powerful way without making magic into a vending machine.
Archaelos
01-23-2009, 06:36 PM
Lowered Knowledge requirements to 8.
This was my response to Baelfyre's request for a magic user, so I'm looking to tweak this a bit to get it PC worthy. (And I'll use it for NPCs as well). Any thoughts on where to boost a bit to make it worthwhile?
Baelfyre
01-23-2009, 11:04 PM
First, thanks for taking the time and effort to come up with a way to work my idea into your game. It's appreciated.
So, my opinions, in order...
It's fairly clear to me that this class is intended as a gateway to "true magic", and as such it's quite good. After finishing the five levels of this class, the character would be ready to study far more powerful magic.
Requirements:
Peacful contact should be assumed on a character selecting this class,
I thought the original requirements for arcane sciences were more appropriate.
The sacrifice is painful, but fits in perfectly with the conceptual magic in this world.
Class abilities:
d6 hd: a bit better than a wizard, but offset by the more lethal nature of d20 modern.
AP: looks good
Bab: Looks good
Defense: I honestly (and it sucks for me...) wouldn't let this class have a defense bonus. Even the smart is using their intelligence to defend themselves. Although an investiture with an AC bonus would be quite workable...
Reputation: I'd give somebody is this world that could actually work honest to god, repeatable magic a serious Reputation boost.
Skills: Look good
Level based abilities:
Most of them look good. The only point I'd raise is that with taking the equivalent of eight levels worth of stat boost to start the class you should get spellcasting at first level. IMO.
One other suggestion I'd make is to vary the spell/power lists a bit by who the contract is made with. Some healing magic would be really cool, as well.
I'd also suggest that as opposed to keeping track of separate lists of x/per day of greater and lesser spells, that an acumulative model be used;
(Int bonus)+ accumulative levels per day. So, at first level (1+Int bonus), second level (current spell levels +2), and third level (current spell levels +3). For example, at first level in the PRC somebody with a 14 int would be able to cast 3 (1+int bonus) spell levels worth of magic in one day. At second level, that character could cast 5 levels of magic (1+int bonus +2). Edit: But wouldn't have access to the more powerful spells until level 5.
Archaelos
01-24-2009, 12:18 AM
Swapped Lesser Arcanum and Second Sight.
Doubled level contribution to spells per day.
True Power renamed Arcanum, grants two known spells.
Consolidated spells known.
Baelfyre
01-24-2009, 01:17 AM
That definitely makes it a viable class to play. I'm looking forward to taking it for a spin.
Origen
01-24-2009, 05:00 PM
Those changes sound good. Ultimately, if Bael is happy with it, that's the most important thing.
Archaelos
01-24-2009, 05:12 PM
I know it isn't very powerful, but it has access to some things which are otherwise unavailable in this type of game. I've avoided building healing into it, but there's no arcane/divine division in the scroll use, so its possible scrolls of healing may come up in the course of play, though they probably won't be xdx+x HP, but more like complete curatives.
Baelfyre
01-24-2009, 06:01 PM
I'm quite happy with it. It works well within the tone of the game, and Arch has shown a willingness to work with players that makes me more than willing to be a guinea pig.
Archaelos
05-05-2009, 11:44 PM
I've felt this class is a bit on the weak side. This is a bit of rebalancing. Note the following changes.
1) Spells known now includes all spells on the available spell lists.
2) Added a few spells to both the 1st and 5th lvl lists.
3) Added Arcane Blast to choice of investitures at 3rd lvl.
Baelfyre
05-06-2009, 12:53 AM
WOOT!
*Happy dance*
The Mage Hand was a shoe in for Investiture... now I have to choose between that and Arcane Blast...
*Cries tears of joy*
Seriously, I like it. The improved spell list gives a lot more flexibility, and the Arcane Bolt gives it some offensive punch.
Baelfyre
05-30-2009, 02:22 AM
Question: How often can the Arcane Bolt be used?
Archaelos
05-30-2009, 02:24 AM
Question: How often can the Arcane Bolt be used?
Once per round (It is an SLA).
Origen
07-29-2009, 03:04 PM
Arch:
8 ranks of Research are required for the class, but Research is not a class skill.
Also, one other question:
Maxing out Concentration, Spellcraft and Use Magic Device are pretty key for this class, aren't they?
Archaelos
07-29-2009, 03:36 PM
8 ranks of Research are required for the class, but Research is not a class skill.
It should be. Added.
Maxing out Concentration, Spellcraft and Use Magic Device are pretty key for this class, aren't they?
Concentration and Spellcraft would be very likely checks for Ritual magic, so yes, very important along with Knowledge (Arcane) and Knowledge (Philosophy and Theology). UMD is another good skill. Not only is it needed for attuning to items like the Grey Prayer, but it will be useful in disarming / disabling magical traps and barriers, such as the one defending the vault in Frankfurt.
The main D&D use of Concentration, for casting defensively, isn't as high a priority since the Initiate doesn't get very many "in combat" spells and melee threats are less common in any event.
For examples on when Concentration and Spellcraft were used already, the tomb of the sword in the dungeon, when Mason was working on the spell while the rest of the group was fighting the Invisible Stalker, he made several of both checks.
Origen
07-30-2009, 05:07 PM
Arch:
It seems, now that I'm looking carefully at this class, that Metamagic feats aren't really applicable since you've removed the concept of spell levels.
Is that correct?
And the Initiate is a sorcerous caster, right? He or she has a spell list, and then casts each spell directly for as many times as he or she has free spells to cast, right?
Archaelos
07-30-2009, 05:33 PM
It seems, now that I'm looking carefully at this class, that Metamagic feats aren't really applicable since you've removed the concept of spell levels.
I think most metamagic feats will still work. I'm fine with the level adjustments simply being dropped. So, if someone wants to invest in Extend spell or Quickened Spell, they should still be very useful to the caster. I think the feat investment is enough. (Heighten is the only metamagic feat that would be totally useless, I think)
And the Initiate is a sorcerous caster, right? He or she has a spell list, and then casts each spell directly for as many times as he or she has free spells to cast, right?
That is correct. Known spell list, cast any spell so long as they still have spells per day to cast.
Archaelos
09-28-2009, 06:00 PM
Added Bonus Feats. Adjust accordingly.
vBulletin® v3.8.2, Copyright ©2000-2010, Jelsoft Enterprises Ltd.