Spellsword (Pathfinder) and Alchemist Specialty: Difference between pages

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The Spellsword prestige class is mix of martial and magical prowess, focused on using spells to enhance melee attacks. First introduced in the ''Complete Warrior'', this page updates this class for use with the [[system::Pathfinder]] system, and tries to correct some its flaws along the way. (Notes at the end of the page provide details of the goals of this conversion.)
{{tocright}}
''A ''Class Warfare''-like adventurer specialty for ''[[system::Dungeon World]]'' games.''


'''Hit Die''': d8
What happens when I mix this stuff together?


'''Requirements'''
== Compendium Class ==


* Base Attack Bonus: +4
Once have spent hours in a dim laboratory mixing obscure liquids and powders into a substance never seen before, you may consider the alchemist specialty an available compendium class. The next time you level up, you may add this specialty to your character instead of choosing a move from your class.
* Proficiency: all simple and martial weapons
* Proficiency: all light, medium and heavy armor
* Feats: [http://www.d20pfsrd.com/feats/arcane-armor-training-combat---final Arcane Armor Training]
* Spells: Able to cast 2nd level arcane spells
* Special: Must have defeated a foe through force of arms alone, without any spell casting


'''Class Skills'''
== Stats ==
If you choose the alchemist specialty, you get +1 load, and lower your maximum HP by 2, but not lower than 4+Constitution.


The spellsword's class skills (and the key ability for each skill) are Acrobatics (Str), Climb (Str), Craft (armor, weapons) (Int), Knowledge (arcana) (Int), Spellcraft (Int).
== Starting Moves ==
You start with these two moves:


'''Skill Ranks at Each Level''': 2 + Int modifier.
=== Improvisational Alchemy ===


{| class="wikitable"
When you volley with hastily mixed alchemical reagents, on a hit, everyone near the target, friend or foe, also takes INT damage. If the volley would reduce ammo, it expends a use of alchemical reagents instead.
!Level!!BAB!!Fort!!Ref!!Will!!Special!!Spells per day
|-
|1st||+1||+1||+0||+1||Arcane Armor Mastery, Bonus feat||-
|-
|2nd||+2||+1||+1||+1||''Channel spell'' (1st level) ||+1 level of arcane spellcasting class
|-
|3rd||+3||+2||+1||+2||''Channel spell'' (2nd level), Reduce spell failure 5%||+1 level of arcane spellcasting class
|-
|4th||+4||+2||+1||+2||''Channel spell'' (3rd level), Bonus feat||-
|-
|5th||+5||+3||+2||+3||''Additional channel'', Reduce spell failure 10%||+1 level of arcane spellcasting class
|-
|6th||+6||+3||+2||+3||''Channel spell'' (4th level)||+1 level of arcane spellcasting class
|-
|7th||+7||+4||+2||+4||Bonus feat, Reduce spell failure 15%||-
|-
|8th||+8||+4||+3||+4||''Additional channel''||+1 level of arcane spellcasting class
|-
|9th||+9||+5||+3||+5||''Channel spell'' (5th level), Reduce spell failure 20%||+1 level of arcane spellcasting class
|-
|10th||+10||+5||+3||+5||''Multiple channel spell''||+1 level of arcane spellcasting class
|}


'''Weapon and Armor Proficiency''': Spellwords gain no proficiency with any weapon or armor.
=== Harvester ===


'''Arcane Armor Mastery''': At first level, a spellsword gains Arcane Armor Mastery as a bonus feat if he does not already have it.
When you spend a few minutes to carefully loot the corpse of a monster with the magical, amorphous or planar tags, roll+INT. On a 10+, you gain your choice from the following list. On a 7-9, you may gain your choice from the list, but only if you give up a different choice on the list:


'''Bonus Feat''': At 1st level, a spellsword gains a bonus feat that must be either a metamagic feat, a bloodline feat, or one drawn from the list of fighter bonus feats. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. A spellsword gains an additional such feat at 4th and 7th level.
* One use of alchemical reagents
* One healing potion
* One antitoxin
* One poison


'''''Channel Spell'' (Sp)''': At 2nd level, a spell sword may channel any first level arcane spell he can cast into his melee weapon. This requires a move action and uses up the prepared spell or spell slot just as if he had cast the spell, but can be done as often as the spellsword has spells available to power it. At the spellsword's option, the spell will affect the next target he successfully attacks with the weapon, a choice made prior to the attack's normal melee damage being resolved. Saving throws and spell resistance apply, but any to-hit rolls a spell requires are considered to have been made by the attack. Even if the spell normally affects an area, or is a ray, it affects only the target. Initially, spellswords may only channel into one weapon at a time, and the weapon can only hold one spell at a time (see, however, the ''additional channel'' ability, below). Spells channeled into a weapon are lost if not used in eight hours.
== Advanced Moves ==


As spellsword levels are gained, more potent spells may be channeled, as indicated in the table. At 4th level, for example, the spellsword may channel third level arcane spells. When channeling, the spell is measured by the slot it occupies, so if, for example, a metamagic effect requires a certain spell be cast using a 4th level slot, a spellsword could only channel that spell if they were allowed to channel 4th level spells, regardless of the spell's base level.
''When you gain a level from 2-5, you may choose from these moves:''


Channeling spells using 3rd level slots or higher will destroy non-magical weapons. Once the attack and spell are resolved, the weapon turns to dust. Channeling spells using 5th level slots will do the same to +1 weapons as well.
=== Mutagenic Drugs ===


'''Reduce Spell Failure (Ex)''': At 3rd level, the spellsword's merging of spellcraft and weaponry allows him to reduce the chance of arcane spell failure associated with armor by an additional 5%. This chance is reduced by a further 5% for every two levels thereafter. This ability stacks with the bonus from Arcane Armor Mastery; however, unlike that feat, it does not require any kind of action to activate, but rather is an intrinsic effect.
When you tailor alchemical reagents to your own physiology and ingest them, roll+INT. This move may not be used again until the effects wear off. On a hit, choose one stat and take +1 ongoing to moves that roll that stat, then choose another stat and take -2 ongoing to moves that roll that stat. On a 10+, choose two:


'''''Additional Channel'' (Sp)''': At 5th level, the spellsword may prepare an additional channeled spell. This can either be a spell channeled into a second weapon, or a second spell channeled into the same weapon. In either case, only one spell may actually be released per successful attack. The the spellword hits with a weapon containing multiple channels, he may select which goes off for a particular attack. Yet another additional channel is gained at 8th level.
* You don't expend a use of alchemical reagents.
* You decide when the effects wear off instead of the GM. (Either way, effects cannot last beyond a day.)
* You don't take a random debility when the effects wear off.


'''''Multiple Channel Spell'' (Sp)''': A 10th-level spellsword can activate any of the channels in his weapon in a single attack. Thus, on a successful attack, all of the spells channeled into the weapon used in the attack effect the target. When the attack is resolved, the spellsword decides which, if any, of the channels affect the target, and in what order.
=== Reactive Alchemy ===


'''Spells per Day''': At the indicated levels, a spell sword gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a spellsword, he must decide to which class he adds the new level for purposes of determining spells per day.
When you hit with a 10+ while using improvisational alchemy, choose one:


'''Design Notes'''
* The reaction is particularly caustic. Deal +1d4 damage to the main target and +1 damage to nearby targets.
* The reaction ignites, setting all targets who take damage on fire.
* The reaction becomes gaseous on impact. All damage ignores armor.


The original version of this class is considered to be fairly weak in the d20 system, giving up too much spellcasting ability to be considered useful for more than a few levels. As originally written, it also is somewhat weak when compared to Pathfinder's updated [http://www.d20pfsrd.com/classes/prestige-classes/eldritch-knight Eldritch Knight] class, particularly considering the availability of Pathfinder's [http://www.d20pfsrd.com/feats/arcane-armor-mastery-combat---final Arcane Armor Mastery] feat.
=== Versatile Alchemist ===


Also, the original class tends to be viewed mostly as a way for arcane fighters to use armor, as the implementation of its core concept (channeling spells through weapons) was not that compelling. In particular, the daily limit for spell channeling seemed unnecessary, given that spell use itself already has a daily limit. All the channeling does is allow the spellsword to cast spells and melee attack in a single action. Essentially, it just provides a really versatile mechanism for buffing a weapon. So, it seemed more appropriate to allow the spell sword to channel as much as he likes, but use level progression to limit the effectiveness of the spells being channeled.
When you use improvisational alchemy, you may choose one:


So, keeping all this in mind, this port of the Spellsword is based mostly on the Pathfinder revision of the Eldritch Knight, altered as follows:
* Each target that would take damage instead is covered in a black smoke. For a short time, they cannot see and may choke, but attempts at hitting them take -1 ongoing while the smoke lasts.
* Each target that would take damage instead is covered in colorful sparkles, marking them, even if invisible. Volleys against them take +1 ongoing while the effect lasts.
* Each target that would take damage instead is covered in sticky tendrils that briefly hinder their movement.
* You may decide which targets near the main target take damage.


* Smaller hit dice
''When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:''
* Slower spell progression
 
* Doesn't stack levels for feat qualification
=== Anti-Magic Bomb ===
* Better Will saves
 
* Channel Spell ability
When you use improvisational alchemy, you may forgo all damage before rolling. If you do, on a 10+, you dispel an ongoing magical effect in the area of the detonation.
* Different feat progression
 
* Better reduction arcane spell failure
=== Demolition ===
[[Category:Prestige Class]]
 
When you prepare materials in order to demolish or destroy a location, the GM will choose one or two requirements:
 
* These materials will have to be applied very carefully.
* These materials will have to be transported very carefully.
* You need arcane ingredients to harm this location.
* You need to spend a lot of coin on these ingredients.
* Meet the requirements and your compounds will get rid of this location or change it irrevocably.
 
=== The Great Work ===
When you spend time running one pound of a substance through an elaborate array of laboratory equipment, roll+INT. On a hit, you transmute that substance to another substance of your choice. On a 7-9, the GM will tell you about some  unintended consequences.
 
== Alchemist Alignments ==
 
You may choose one of these instead of an adventurer alignment:
 
=== Neutral ===
 
 
== Alchemist Bonds ==
 
== Alchemist Gear ==
 
== Alchemist Races ==
 
You may choose one of these instead of an adventurer race option:
 
=== Elf ===
 
===Human===

Revision as of 00:14, 18 December 2014

A Class Warfare-like adventurer specialty for Dungeon World games.

What happens when I mix this stuff together?

Compendium Class

Once have spent hours in a dim laboratory mixing obscure liquids and powders into a substance never seen before, you may consider the alchemist specialty an available compendium class. The next time you level up, you may add this specialty to your character instead of choosing a move from your class.

Stats

If you choose the alchemist specialty, you get +1 load, and lower your maximum HP by 2, but not lower than 4+Constitution.

Starting Moves

You start with these two moves:

Improvisational Alchemy

When you volley with hastily mixed alchemical reagents, on a hit, everyone near the target, friend or foe, also takes INT damage. If the volley would reduce ammo, it expends a use of alchemical reagents instead.

Harvester

When you spend a few minutes to carefully loot the corpse of a monster with the magical, amorphous or planar tags, roll+INT. On a 10+, you gain your choice from the following list. On a 7-9, you may gain your choice from the list, but only if you give up a different choice on the list:

  • One use of alchemical reagents
  • One healing potion
  • One antitoxin
  • One poison

Advanced Moves

When you gain a level from 2-5, you may choose from these moves:

Mutagenic Drugs

When you tailor alchemical reagents to your own physiology and ingest them, roll+INT. This move may not be used again until the effects wear off. On a hit, choose one stat and take +1 ongoing to moves that roll that stat, then choose another stat and take -2 ongoing to moves that roll that stat. On a 10+, choose two:

  • You don't expend a use of alchemical reagents.
  • You decide when the effects wear off instead of the GM. (Either way, effects cannot last beyond a day.)
  • You don't take a random debility when the effects wear off.

Reactive Alchemy

When you hit with a 10+ while using improvisational alchemy, choose one:

  • The reaction is particularly caustic. Deal +1d4 damage to the main target and +1 damage to nearby targets.
  • The reaction ignites, setting all targets who take damage on fire.
  • The reaction becomes gaseous on impact. All damage ignores armor.

Versatile Alchemist

When you use improvisational alchemy, you may choose one:

  • Each target that would take damage instead is covered in a black smoke. For a short time, they cannot see and may choke, but attempts at hitting them take -1 ongoing while the smoke lasts.
  • Each target that would take damage instead is covered in colorful sparkles, marking them, even if invisible. Volleys against them take +1 ongoing while the effect lasts.
  • Each target that would take damage instead is covered in sticky tendrils that briefly hinder their movement.
  • You may decide which targets near the main target take damage.

When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:

Anti-Magic Bomb

When you use improvisational alchemy, you may forgo all damage before rolling. If you do, on a 10+, you dispel an ongoing magical effect in the area of the detonation.

Demolition

When you prepare materials in order to demolish or destroy a location, the GM will choose one or two requirements:

  • These materials will have to be applied very carefully.
  • These materials will have to be transported very carefully.
  • You need arcane ingredients to harm this location.
  • You need to spend a lot of coin on these ingredients.
  • Meet the requirements and your compounds will get rid of this location or change it irrevocably.

The Great Work

When you spend time running one pound of a substance through an elaborate array of laboratory equipment, roll+INT. On a hit, you transmute that substance to another substance of your choice. On a 7-9, the GM will tell you about some unintended consequences.

Alchemist Alignments

You may choose one of these instead of an adventurer alignment:

Neutral

Alchemist Bonds

Alchemist Gear

Alchemist Races

You may choose one of these instead of an adventurer race option:

Elf

Human