Theliah Strongarm
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The animist is an artist. His drawings are so lifelike that they literally jump off the pages of his book and attack his enemies. For the animist, pictures are more than simple figures drawn on a slip of parchment; they are powerful portals to different dimensions, and an animist's ultimate goal is to unlock that limitless power, summoning creatures from other planes simply by drawing.
Bonded Object: At 1st level, an Animist must choose a wand (representing a quill) as his bonded object.
Doodlebook: Instead of writing and chanting his spells, an Animist draws pictures in his spellbook when he prepares his spells for the day. Material components and casting time still apply.
Draw Animation: At 1st level, a Animist may draw creatures in his spellbook that come to life on demand. At 1st level, this spell functions as Summon Monster 1. At 3rd level, this ability functions as Summon Monster 2. At 5th level, this ability functions as Summon Monster 3. At 7th level, this ability functions as Summon Monster 4. At 9th level, this ability functions as Summon Monster 5. At 11th level, this ability functions as Summon Monster 6. At 13th level, this ability functions as Summon Monster 7. At 15th level, this ability functions as Summon Monster 8. At 17th level, this ability functions as Summon Monster 9.
This ability does not take up a spell slot each time he gains this ability. He may cast this spell a number of times per day equal to his Int modifier.
Ink Blast: At 8th level, an Animist can shoot a blast of ink from his "quill" as a standard action that does not provoke attacks of opportunity. The range of this blast starts out as 30' and increases by 10' for every two Wizard levels after 8th level. This blast deals 1d6 + your Int modifier points of damage for every Wizard level you have.You may also use this attack as a melee touch attack. This attack can be used to make a trip attack as a free action that does not provoke attacks of opportunity on a hit. Use your 1/2 your Wizard level + your Int modifier + your CMB for this trip attack. A Reflex save can be made to take half damage and avoid the trip effect. The DC of this save is equal to 10 + 1/2 your Wizard level + your Int mod. Creatures who are flying by non magical means who fail this save must take full damage and fall to the ground and take falling damage as appropriate. Invisible creatures become outlined as the faerie fire spell. Creatures who have four or more legs or are immune to trip attacks are immune to this trip effect. This attack is a touch attack and counts as magical for the purposes of overcoming DR. You may use this ability a number of times per day equal to your Int modifier + 1/2 your Wizard level.
Use the conjuration school's specialty spell list as the Animist's specialty spell list.
| Cyrad RPG Superstar Season 9 Top 16 |
The fluff is cool. The mechanics are really boring. The main ability is something a normal wizard can do. The ink attack feels completely out of place and doesn't make much sense to me. This should be a subschool or an archetype, not really a school in itself. Also, the name doesn't fit at all. The wizard isn't animating anything and the archetype has nothing to do with animism.
Also, all abilities need to be marked with what ability type they are (Su, Ex, Sp, etc.).
Theliah Strongarm
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I chose the name because of animation. Think of Walt Disney's, or for that matter, Wayne Reynold's pictures coming to life. What do think would be a good name?
Here's a slight edit:
The Animist, a subschool of the Conjurist:
The animist is an artist. His drawings are so lifelike that they literally jump off the pages of his book and attack his enemies. For the animist, pictures are more than simple figures drawn on a slip of parchment; they are powerful portals to different dimensions, and an animist's ultimate goal is to unlock that limitless power, summoning creatures from other planes simply by drawing.
Bonded Object: At 1st level, an Animist must choose a wand (representing a quill) as his bonded object.
Doodlebook: Instead of writing and chanting his spells, an Animist draws pictures in his spellbook when he prepares his spells for the day. Material components and casting time still apply.
Draw Animation(Sp): At 1st level, a Animist may draw creatures in his spellbook that come to life on demand. At 1st level, this spell functions as Summon Monster 1. At 3rd level, this ability functions as Summon Monster 2. At 5th level, this ability functions as Summon Monster 3. At 7th level, this ability functions as Summon Monster 4. At 9th level, this ability functions as Summon Monster 5. At 11th level, this ability functions as Summon Monster 6. At 13th level, this ability functions as Summon Monster 7. At 15th level, this ability functions as Summon Monster 8. At 17th level, this ability functions as Summon Monster 9.
This ability does not take up a spell slot each time he gains this ability. He may cast this spell a number of times per day equal to his Int modifier.
This replaces Summoner's Charm.
The following contains two options that a Animist must choose between once he reaches 8th level:Ink Blast or Invisible Ink.
Ink Blast(Su): At 8th level, an Animist can shoot a blast of ink from his "quill" as a standard action that does not provoke attacks of opportunity. The range of this blast starts out as 30' and increases by 10' for every two Wizard levels after 8th level. This blast deals 1d6 + your Int modifier points of damage for every Wizard level you have.You may also use this attack as a melee touch attack. This attack can be used to make a trip attack as a free action that does not provoke attacks of opportunity on a hit. Use your 1/2 your Wizard level + your Int modifier + your CMB for this trip attack. A Reflex save can be made to take half damage and avoid the trip effect. The DC of this save is equal to 10 + 1/2 your Wizard level + your Int mod. Creatures who are flying by non magical means who fail this save must take full damage and fall to the ground and take falling damage as appropriate. Invisible creatures become outlined as the faerie fire spell. Creatures who have four or more legs or are immune to trip attacks are immune to this trip effect. This attack is a touch attack and counts as magical for the purposes of overcoming DR. You may use this ability a number of times per day equal to your Int modifier + 1/2 your Wizard level.
Invisible Ink (Sp): At eighth level, a Animist may, as a standard action, disappear as per the spell Greater Invisibility. The Animist may use this ability a number of times a day equal to 1/2 his Wizard level + his Int mod.
Use the Conjuration school's specialty spell list as the Animist specialty spell list.
| Cyrad RPG Superstar Season 9 Top 16 |
Animator? Animist means a practicier of animism, a religious concept. However, the wizard doesn't actually animate anything. His pictures are just portals to other planes. Why do I need a pen wand? Why can't I have a familiar that's an animated picture I drew or an imaginary friend I invented? There's even a familiar archetype for that.
Theliah Strongarm
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The Animator, a subschool of the Conjurist:
The animator is an artist. His drawings are so lifelike that they literally jump off the pages of his book and attack his enemies. For the animator, pictures are more than simple figures drawn on a slip of parchment; they are powerful portals to different dimensions, and an animator's ultimate goal is to unlock that limitless power, summoning creatures from other planes simply by drawing.
Arcane Bond: At 1st level, an Animator must choose a wand (representing a quill) or a creature he drew from the wizard familiar list as his Arcane Bond.
Doodlebook: Instead of writing and chanting his spells, an Animator draws pictures in his spellbook when he prepares his spells for the day. Material components and casting time still apply.
Draw Animation(Sp): At 1st level, a Animator may draw creatures in his spellbook that come to life on demand. At 1st level, this spell functions as Summon Monster 1. At 3rd level, this ability functions as Summon Monster 2. At 5th level, this ability functions as Summon Monster 3. At 7th level, this ability functions as Summon Monster 4. At 9th level, this ability functions as Summon Monster 5. At 11th level, this ability functions as Summon Monster 6. At 13th level, this ability functions as Summon Monster 7. At 15th level, this ability functions as Summon Monster 8. At 17th level, this ability functions as Summon Monster 9.
This ability does not take up a spell slot each time he gains this ability. He may cast this spell a number of times per day equal to his Int modifier.
This replaces Summoner's Charm.
The following contains two options that an Animator gains based on his arcane bond once he reaches 8th level: Ink Blast for a Animator with a "quill" (really a wand), or Invisible Ink for a Animator with a familiar that he drew.
Ink Blast(Su): At 8th level, an Animator can shoot a blast of ink from his "quill" as a standard action that does not provoke attacks of opportunity. The range of this blast starts out as 30' and increases by 10' for every two Wizard levels after 8th level. This blast deals 1d6 + your Int modifier points of damage for every Wizard level you have.You may also use this attack as a melee touch attack. This attack can be used to make a trip attack as a free action that does not provoke attacks of opportunity on a hit. Use your 1/2 your Wizard level + your Int modifier + your CMB for this trip attack. A Reflex save can be made to take half damage and avoid the trip effect. The DC of this save is equal to 10 + 1/2 your Wizard level + your Int mod. Creatures who are flying by non magical means who fail this save must take full damage and fall to the ground and take falling damage as appropriate. Invisible creatures become outlined as the faerie fire spell. Creatures who have four or more legs or are immune to trip attacks are immune to this trip effect. This attack is a touch attack and counts as magical for the purposes of overcoming DR. You may use this ability a number of times per day equal to your Int modifier + 1/2 your Wizard level.
Invisible Ink (Sp): At 8th level, a Animator may, as a standard action, disappear as per the spell Greater Invisibility. The Animator may use this ability a number of times a day equal to 1/2 his Wizard level + his Int mod.
Use the Conjuration school's specialty spell list as the Animator's specialty spell list.
Sorry if everything's a bit shaky. This is my first time doing this.
| Amanuensis RPG Superstar 2015 Top 8 |
'Illuminator' might be more fitting as a name (a reference to miniature illustration in medieval manuscripts).
For the mechanics, my first thought would have been illusion, but bringing an illustration to life could also be conjuration (creation).
Maybe they can produce an effect similar to marvelous pigments? Different colors could be used to create different magic effects.
| Azten |
Just how is ink blast supposed to work? Right now it reads as dealing damage that's way above what any other school abilities I know of deal.
Using a 22 INT wizard, at level 8 "This blast deals 1d6 + your Int modifier points of damage for every Wizard level you have" is 8d6+48 points of damage up to ten times a day.
And then it can also trip creatures and remove invisibility! Yes, the trip can be avoided and the damage cut in half, but even adding in the damage reduction(which seems really weird. A blast of ink should be bludgeoning and magic at least) this is still really strong for a school ability.
Theliah Strongarm
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OK, gathering the info posted here, I'll do a bit of a rewrite on the ink blast:
Ink Blast(Su): At 8th level, an Animator can shoot a blast of ink from his "quill" as a standard action that does not provoke attacks of opportunity. The range of this blast starts out as 30' and increases by 10' for every two Wizard levels after 8th level. This blast deals 1d4 + your Int modifier points of damage for every two Wizard levels you have.You may also use this attack as a melee touch attack. This attack can be used to make a trip attack as a free action that does not provoke attacks of opportunity on a hit. Use your 1/2 your Wizard level + your Int modifier + your CMB for this trip attack. A Reflex save can be made to take half damage and avoid the trip effect. The DC of this save is equal to 10 + 1/2 your Wizard level + your Int mod. Creatures who are flying by non magical means who fail this save must take full damage and fall to the ground and take falling damage as appropriate. Invisible creatures become outlined as the faerie fire spell. Creatures who have four or more legs or are immune to trip attacks are immune to this trip effect. This attack is a touch attack and counts as bludgeoning for the purposes of overcoming DR. You may use this ability a number of times per day equal to your Int modifier + 1/2 your Wizard level.
At 12th level, this attack counts as magical for the purposes of overcoming DR.
sorry if it's been awhile since I posted, my schedule has been extremely hard to keep up with.
And the "every Wizard level you possess" was a typo on my part.
Theliah Strongarm
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'Illuminator' might be more fitting as a name (a reference to miniature illustration in medieval manuscripts).
For the mechanics, my first thought would have been illusion, but bringing an illustration to life could also be conjuration (creation).
Maybe they can produce an effect similar to marvelous pigments? Different colors could be used to create different magic effects.
that would be cool, but that doesn't seem thematically in-line with what I'm going for, because how I see it, that might be a tad broken, as that might deal an additional #d4 elemental damage dice.
And what would I do with black ink?
| Amanuensis RPG Superstar 2015 Top 8 |
I was speaking more in general terms (and encouraging you to be more bold with the creation of new abilities--Right now, the abilities aren't particularly exciting).
Let's focus on the summon monster aspect, for example. Maybe you could create an ability that lets them 'shed a different light' on a monster. They gain a menu of magical colours to choose from (once every x levels) and each colour can be added as an additional component to a summoning spell, allowing the caster to modify his summons. You could take a look color symbolism and assign abilities accordingly (for example, black gives them undead properties, red makes them more powerful, green gives them regenerative powers, grey shadow-related abilites, etc.).