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The Electus Base Class (inspired by King Arthur, Witchblade, Thor, He-Man, etc.)


Suggestions/House Rules/Homebrew

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Shadow Lodge

Spyder25 wrote:
2) I don't like the idea of the Electus getting 0lvl speels at first lvl, but not being able to cast spells lvl 1-4 until 4thlvl. It just seems weird to me.

I'm of the exact opposite opinion, I like it very much. I also give Rangers Druid cantrips and Paladins Cleric cantrips at those levels, and get rid of the silly caster level reduction.

RPG Superstar 2012 Top 32

ELECTUS

BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge arcana (Int), Knowledge history (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str).

Skill Ranks per Level: 2 + Intelligence modifier.

Electi are proficient with all simple and martial weapons, plus their calibur. They are proficient in all armor and shields (but not tower shields).

LEVEL ABILITY
1. Arcane Pool, Calibur +1, Deflect Attacks
2. Bonus Feat
3. Electus Arcana
4. Arcane Armor Improvement (-10%), Calibur +2, Cantrips, Spells
5. Spell Combat, Spell Strike
6. Electus Arcana
7. Calibur +3
8. Arcane Armor Improvement (-15%), Bonus Feat
9. Electus Arcana
10. Calibur +4
11. Improved Spell Combat
12. Arcane Armor Improvement (-20%), Electus Arcana
13. Calibur +5
14. Bonus Feat
15. Electus Arcana
16. Arcane Armor Improvement (-25%), Calibur +6
17. Greater Spell Combat
18. Electus Arcana
19. Calibur +7
20. Arcane Armor Improvement (-30%), Bonus Feat, Calibur Mastery

Arcane Pool (Su): At 1st level, the electus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his electus level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the electus prepares his spells.
At 1st level, a electus can expend 1 point from his arcane pool as a swift action to improve the enhancement bonus of his calibur by +1 for 1 minute. For every eight levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +3 at 17th level. These bonuses stack with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
These bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the calibur already has, but duplicates do not stack. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the electus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the electus.

Calibur (Su): The electus has a special bond with a unique exotic weapon called a calibur; the electus gains Exotic Weapon Proficiency for his calibur as a bonus feat. The calibur can be a light melee weapon, one-handed melee weapon, a two-handed melee weapon, a light ranged weapon, a one-handed ranged weapon, or a two-handed ranged weapon. The calibur causes one of the following types of damage: bludgeoning, piercing, or slashing. Although the calibur may appear to be constructed from metal or wood, or even more exotic materials such as bone, crystal, or stone, it is in fact made out of a shard of the electus’s spirit and has a hardness and hit points equal to 10 + ½ the electus’s level + the electus’s Charisma modifier. The electus can draw his calibur as a free action as if using the Quick Draw feat. If the electus is broken, destroyed, or leaves his possession, he can re-form it in his hand as a swift action.

Light weapons have a base damage die of 1d4, and a threat and critical range of 20/x2.
One-handed weapons have a base damage of 1d6, and a threat and critical range of 20/x2.
Two-handed weapons have a base damage of 1d8, and a threat and critical range of 20/x2.

Light ranged weapons have a range increment of 30 feet.
One-handed ranged weapons have a range increment of 60 feet.
Two-handed ranged weapons have a range increment of 90 feet.

At 1st level, the calibur has 6 weapon points that can be spent to make the weapon unique by adding features to it. As a full round action, the electus can redistribute the weapon points of his calibur; this costs a number of points from his arcane pool equal to the number of weapon points that were redistributed. At 4th level, and every 3 levels thereafter, the electus’s calibur gains an additional weapon point.

Increasing the base damage die by one costs 2 points.
Increasing the base damage die by two costs 4 points.
Reducing the base damage die by one adds 1 point.
Reducing the base damage die by two adds 3 points
Increasing the threat range to 19-20 costs 2 points.
Increasing the threat range to 18-20 costs 4 points.
Increasing the critical multiplier to x3 costs 2 points.
Increasing the critical multiplier to x4 costs 4 points.
Increasing the range increment by 10 feet costs 1 point.
Causing 2 types of damage (bludgeoning, piercing, and/or slashing) costs 1 point
Causing 3 types of damage (bludgeoning, piercing and slashing) costs 3 points.
Adding the brace ability costs 1 point.
Adding the disarm ability costs 1 point.
Adding the double weapon quality costs 3 points.
Adding the monk quality costs 1 point.
Adding the non-lethal quality costs 1 point.
Adding the reach quality costs 2 points.
Adding the throw-able quality costs 2 points. The range increment is 10 feet.
Adding the trip ability costs 1 point.
Adding the Weapon Finesse quality costs 1 point.

Beginning at 7th level, the electus may choose to add the following qualities to his calibur:

The ability to overcome damage reduction as if it were made of cold iron costs 1 point.
The ability to overcome damage reduction as if it were made of silver costs 1 point.

Beginning at 10th level, the electus may choose to add the following qualities to his calibur. The electus must be of the selected alignment if he chooses an alignment-based weapon quality:

The ability to overcome damage reduction as if it were made of admantine costs 3 points.
The ability to overcome damage reduction as if it were chaotic aligned costs 2 points.
The ability to overcome damage reduction as if it were evil aligned costs 2 points.
The ability to overcome damage reduction as if it were good aligned costs 2 points.
The ability to overcome damage reduction as if it were lawful aligned costs 2 points.

In addition, as long as the electus has at least 1 point in his arcane pool, the calibur has a +1 enhancement bonus to attack and damage rolls. At 4th level, and every 3 levels thereafter, the weapon gains another +1 enhancement bonus. These bonuses stack with existing weapon enhancement to a maximum of +5; any plusses in excess of +5 must be spent to add special weapon properties to the calibur. These bonuses can be used to add one or more weapon properties. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the calibur already has, but duplicates do not stack. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the electus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the electus. As a full round action, the electus can redistribute the enhancement bonus and special weapon properties of his calibur; this costs a number of points from his arcane pool equal to the amount of the enhancement bonus points that were redistributed.

Deflect Attacks (Su): At 1st level, the electus can spend 1 point from his Arcane Pool as an immediate action and for a number of rounds equal to his Charisma modifier (minimum 1 round), he gains a deflection bonus to his AC equal to the enhancement bonus of his calibur.

Bonus Feat: At 2nd level, and every 6 levels thereafter, the electus gains a bonus Combat feat. The electus must meet the requirements of the selected feat.

Electus Arcana (Ex, Sp, or Su): At 3rd level, and every 3 levels thereafter, the electus gains a magus arcana, using his electus level as his effective magus level; electus levels and magus levels stack for the purposes of this ability.

Arcane Armor Improvement (Ex): Beginning at 4th level, the electus reduces the chance of arcane spell failure by 10% when he wears armor and/or uses a shield while casting an arcane spell. At 8th level, and every 4 levels thereafter, the electus’s chance of arcane spell failure is reduced by an additional 5%. These reductions in arcane spell failure stack with the reductions from the Arcane Armor Training and Arcane Armor Mastery feats.

Cantrips (Sp): At 4th level, the electus learns two 0 level spells from the magus, sorcerer/wizard, or witch lists. At 6th level, and every 2 levels thereafter, the electus learns an additional 0 level spell. These spells are cast like any other spell, but they are not expended when cast and may be used again. The electus’s caster level is equal to his class level -3.

Spells: Beginning at 4th level, an electus gains the ability to cast a small number of arcane spells which are drawn from the magus, sorcerer/wizard, or witch list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an electus must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an electus's spell is 10 + the spell level + the electus's Charisma modifier. The electus’s caster level is equal to his class level -3. The electus’s Concentration checks are based on his Charisma modifier

Like other spellcasters, an electus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Paladin, but increases the amount of spells he can cast per by 1 if he is capable of casting spells of that level. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the electus gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level +1.

The electus knows a number of spells per spell equal to 2 + the number of spells listed on the Paladin Table for spells per day. These spells must be selected from the magus, sorcerer/wizard, or witch list.

Upon reaching 6th level, and at every even-numbered electus level after that (8th, 10th, and so on), an electus can choose to learn a new spell in place of one he already knows. In effect, the electus loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An electus may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

.
Spell Combat (Ex): At 5th level, an electus learns to cast spells and wield his calibur at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the electus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee calibur in the other hand. As a full-round action, he can make all of his attacks with his melee calibur at a –2 penalty and can also cast any spell from his spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Charisma bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. An electus can choose to cast the spell first or make the calibur attacks first, but if he has more than one attack, he cannot cast the spell between calibur attacks.

Spellstrike (Su): At 5th level, whenever an electus casts a spell with a range of “touch” from his spell list, he can deliver the spell through his calibur (if he is wielding it) as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, an electus can make one free melee attack with his calibur (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the electus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the calibur’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the calibur damage uses its own critical modifier.

Improved Spell Combat (Ex): At 11th level, the electus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the electus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Greater Spell Combat (Ex): At 17th level, the electus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.

Calibur Mastery (Ex): At 20th level, the electus perfects the use of his calibur. Any attacks made with his calibur automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example) at no additional increase in weapon point cost. In addition, he can re-form his calibur as a free action.


Smilo: That arcana works. I think I'm going to keep it the the calibur is an inteligent magic item and keep the skills and mental boosts. I do like how the Arcane Pool stacks with the calibur magic enhancements.

Orthos: After thinking about it for bit, I'm going to have to agree with you and Smilo about the Cantrips.

Arcanemusses: Thanks for this awesome idea and allowing us to run with it.

Now, time to make this into a PDF, lol.

Shadow Lodge

Spyder25 wrote:
Orthos: After thinking about it for bit, I'm going to have to agree with you and Smilo about the Cantrips.

Excellent =D

RPG Superstar 2012 Top 32

On the edit, I also added some language allowing the electi to spend arcane pool points to change the allocation of their calibur plusses.


Wow! This seems to be shaping up amazingly! Well done everyone! I just had the idea and through liberal collaboration between us it has grown into something truly awesome. I just hope it's not too powerful...

RPG Superstar 2012 Top 32

I think it should be relatively balanced, power-wise. Its main offensive power is a customizable magic weapon. It may fiddle a bit with wealth-by-level, but the boost is less than a barbarian's rage, paladin's smite, and ranger's favored enemy. This should counter act the fact that its use is a little bit more constant. A fighter is going be better trained (a lot more feats) and its Weapon Training feature closely follows that of the Calibur, so they should be pretty even in the damage dealing department, possibly slightly behind once Weapon Specialization is taken into account.

The main strength of the electus is how versatile its weapon can be. Totally rebuilding it might be something that can be done only once or twice a day, but minor tweaks should be usable more often, like switching out bane types or bludgeoning/piercing/slashing, etc. There are a lot of fun +1 and +2 special weapon properties out there, and the electus will be able to get use them without having to rely on a golfbag full of weapons and a serious pain in the wallet.

At the sweet spot (level 5 or 6) it begins to use more magic powers, like spells, spell combat, and spellstrike.

The arcana will give it even more versatility, and possibly utility.

The Deflect Attacks provides a minor defensive buff.

Charisma-based casting also prevents overpoweredness (is that a word?) by making the class a bit MAD.


SmiloDan wrote:

I think it should be relatively balanced, power-wise. Its main offensive power is a customizable magic weapon. It may fiddle a bit with wealth-by-level, but the boost is less than a barbarian's rage, paladin's smite, and ranger's favored enemy. This should counter act the fact that its use is a little bit more constant. A fighter is going be better trained (a lot more feats) and its Weapon Training feature closely follows that of the Calibur, so they should be pretty even in the damage dealing department, possibly slightly behind once Weapon Specialization is taken into account.

The main strength of the electus is how versatile its weapon can be. Totally rebuilding it might be something that can be done only once or twice a day, but minor tweaks should be usable more often, like switching out bane types or bludgeoning/piercing/slashing, etc. There are a lot of fun +1 and +2 special weapon properties out there, and the electus will be able to get use them without having to rely on a golfbag full of weapons and a serious pain in the wallet.

At the sweet spot (level 5 or 6) it begins to use more magic powers, like spells, spell combat, and spellstrike.

The arcana will give it even more versatility, and possibly utility.

The Deflect Attacks provides a minor defensive buff.

Charisma-based casting also prevents overpoweredness (is that a word?) by making the class a bit MAD.

Well, I am truly honored by all the help and input from everyone :) I cant wait to see it in full!


I should have a full PDF of the class by next week. School has me pretty busy, but it will be done by then. I'm also going to use it in my portfolio as an example of page layout.

RPG Superstar 2012 Top 32

Neat!


Sorry I haven't posted the PDF yet. I forgot about having to set up my art show early due to Thanksgiving break and the gallery being closed during the break. But I'm working diligently on finishing the PDF.


Spyder25 wrote:
Sorry I haven't posted the PDF yet. I forgot about having to set up my art show early due to Thanksgiving break and the gallery being closed during the break. But I'm working diligently on finishing the PDF.

Take your sweet time, Spyder25! You rock!


1 person marked this as a favorite.

we all believe in you spyder


Ok boys and girls, here is the moment you've been waiting for....probably not, lol. Here is the PDF of the Electus. I hope you guys, and gals, Like what I did. Let me know if there is a problem with they type or any spelling errors. Again, I hope you enjoy my hard work.

RPG Superstar 2012 Top 32

Neat! Looks good!


Thanks! Took a lot of work, but I' glad my graphic design training has paid for it's self, lol. But I did put the file in the wrong format, it should have been for web, not for print. That is why the images look weird.


It's missing one thing; my real name. I would be honored to see it on there instead of my screen name. I encourage all the other contributors to request the same. My name is Aaron Hollingsworth.

Well done, Spyder25. I can tell you worked your butt off bringing this idea up to a worthy level of presentation. You have my gratitude and respect, sir.


1 person marked this as a favorite.
Arcanemuses wrote:

It's missing one thing; my real name. I would be honored to see it on there instead of my screen name. I encourage all the other contributors to request the same. My name is Aaron Hollingsworth.

Well done, Spyder25. I can tell you worked your butt off bringing this idea up to a worthy level of presentation. You have my gratitude and respect, sir.

Well then I shall add your real name to the PDF as well. And thank you, I had fun working on this. It involved two things that I like, art and RPG's.

Shadow Lodge

My real name is Jason Leonard

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