Hi everybody! Today I have for you a spellcasting werewolf, cause why not? My main influence for this class is the druid, sorcerer bloodlines, werewolves and other therianthropes. The name comes from a Mesoamerican word for a shapeshifter. I'm looking for some help on fleshing the class out, and of course making sure it's all balanced and squared away. Without further ado, the Nagual! Nagual
Level - Class Abilities--------Spells Known 0 1 2 3 4 5 6 7 8 9
Spells: A nagual casts nature spells, which he learns through contemplation of his nature and of nature around him. The nagual is a spontaneous spellcaster, he does not need to prepare his spells ahead of time. His spells are drawn from the nagual spell list. To learn or cast a spell, the nagual must have a Wisdom score eaqual to at least 10 + the spell level. The Difficult Class for a saving throw against his spells is equal to 10 + his Wisdom modifier + the spell level. Like other spellcasters, a nagual can only cast a certain number of spells per day. In addition, he can recieve bonus spells per day if he has a high Wisdom score. Spells Per Day
Affliction: At first level, a nagual either selects his affliction, choosing what kind of lycanthrope he becomes. Each different affliction is tied to a different animal, which affects their forms and grants unique powers. Your affliction grants you two additional forms known as your shift forms, the first being your hybrid form and the second being the animal form. Spells cannot be cast when in your animal form. Shift Pool: At first level, the nagual gains the ability to shift at will between his three forms - human, hybrid and animal - by spending points from his shift pool. The nagual's shift pool is equal to 1/2 their level plus their Wisdom modifier, mininum of 1. It costs one point to shift and shifting is a full round action. At 7th level shifting takes a standard action, and at level 14 it becomes a swift action. Fast Healing I: At third level, the nagual begins to recovery from injuries more quickly. He gains one hit point per round. He cannot exceed his maximum hit points, and this only works in his hybrid form. Shift Casting: At 4th level, you can spend a shift point to cast a spell when in in your animal form. Fast Healing II: At 7th level, the nagual gains two hit points per round. He cannot exceed his maximum hit points and this only works in his hybrid form. Dire Form: At 8th level, the nagual learns how to take on a dire form. By spending a shift point, he can transform into a dire version of his affliction animal, granting him increased abilities over his animal form while in this state. However, he cannot pass for Fast Healing III: At 11th level, the nagual recovers three hit points per round, but cannot exceed his maximum hit points. Fast healing can only be used in his hybrid and dire forms. Fast Healing IV: At 16th level, the nagual recovers four points per round when fast healing, but cannot exceed his maximum hit points. Fast healing can only be used in his hybrid and dire forms. One with the Beast: At 20th level, the nagual has mastered his affliction and gains the benefits of his animal form while in his human form. Fast Healing V: The nagual heals five hit points a round, up to his maximum hit points. He can heal now in all of his forms. Scent: You gain the scent ability in your human form. Natural Attacks: You gain the natural attacks of your animal form while in your human form. ------------------------
Affliction of the Wolf: The wolf is as much a part of you as anything else. Animal Form:
In your animal form you can't talk, which impedes your spellcasting ability. The nagual gains the following benefits in his wolf form: +2 natural armor bonus, a natural bite attack that does 2d4 damage, the scent ability, +2 Perception bonus, +10 base speed bonus, and a +10 bonus on disguise checks to pass as a normal wolf. Hybrid Form:
In his hybrid form, the nagual takes a -10 penalty on disguise checks to pass as a member of the player races. He also gains the following: +2 natural armor, natural bite attack that does 1d4 damage, the scent ability, and a temporary +2 bonus to his Strength, Constitution and Dexterity ability scores.
Jaws of the Wolf: Starting at second level, the nagual's bite attack does additional damage. At second level, he does an additional 1d6 damage with his bite attack. This increases to +2d6 at 4th level, +3d6 at 6th level, and so on. Frightening Growl: At 6th level, the nagual can let out a low, gutteral growl. When doing so, roll to intimidate, targeting a single enemy. On a successful check, the target of your growl is shaken for 1d4 turns. You cannot use this ability if you cannot speak, such as if you are under the effects of a silence spell. At 14th level, you can target all enemies in your line of sight that can hear you. Howling at the Moon: At 12th level, the nagual can let out a deafening howl, creating a cone of sonic energy that deals 2d6 damage to anyone in the path.
So I finished the Cleric and Oracle lists. They way I split them up, I tried going with more divine/alignment/damaging spells for the Cleric. Anything that would be super useful in battle. The Oracle got mostly healing and buffs, more post-battle spells. Oracles aren't associated with a god like Clerics are in my setting, they are more of a general divine class. They gain their abilities from a pantheon or some other belief system. Cleric spells below!
Level 2 spells:
• Aboleth’s Lung • Admonishing Ray • Aid • Align Weapon • Angelic Aspect, Lesser • Animate Dead, Lesser • Arrow of Law • Bear’s Endurance • Bestow Weapon Proficiency • Blessing of Courage and Life • Blinding Ray • Blood Blaze • Blood of the Martyr • Boiling Blood • Bull’s Strength • Burst of Radiance • Cure Moderate Wounds • Deadeye’s Arrow • Death Knell • Deathwine • Defending Bone • Delay Pain • Divine Trident • Dread Bolt • Effortless Armor • Endure Elements, Communal • Enemy’s Heart • Ghostbane Dirge • Groundswell • Hold Person • Holy Ice Weapon • Imbue with Aura • Inflict Moderate Wounds • Instant Armor • Instrument of Agony • Ironskin • Life Channel • Magic Boulder • Magic Siege Engine • Martyr’s Bargain • Protection from Alignment, Communal • Reinforce Armaments, Communal • Resist Energy • Returning Weapon • Shard of Chaos • Shatter • Shield of Fortification • Shield Other • Snow Shape • Sound Burst • Spear of Purity • Spiritual Weapon • Staggering Fall • Summon Monster II • Tremor Blast • Unholy Ice Weapon • Unliving Rage • Weapon of Awe Level 3 spells:
• Agonize • Agonizing Rebuke • Align Weapon, Communal • Animate Dead • Archon’s Aura • Aura of Cannibalism • Badger’s Ferocity • Chain of Perdition • Daybreak Arrow • Deadly Juggernaut • Divine Illumination • Fractions of Heal and Harm • Helping Hand • Ki Leech • Life Shield • Lover’s Vengeance • Magic Circle Against Alignment • Magic Vestment • Mantle of the Calm • Meld Into Stone • Mark of Obvious Ethics • Monstrous Extremities • Paragon Surge • Prayer • Protection from Energy • Raging Rubble • Resist Energy, Communal • Returning Weapon, Communal • Sacred Bond • Sadomasochism • Searing Light • Skeleton Crew • Stone Shape • Stunning Barrier, Greater • Summon Monster III • Summon Totem Creature • Trial of Fire and Acid • Vision of Hell • Waters of Maddening • Wind Wall • Wrathful Mantle Level 4 spells:
• Abyssal Vermin • Ancestral Gift • Anti-Incorporeal Shell • Aura of Doom • Battle Trance • Blessing of Fervor • Bloat Bomb • Blood Crow Strike • Chaos Hammer • Control Summoned Creature • Control Water • Crusader’s Edge • Death Ward • Dimensional Anchor • Dismissal • Divine Power • Fleshworm Infestation • Forceful Strike • Freedom of Movement • Giant Vermin • Gift of the Deep • Guardian of the Faith • Healing Warmth • Heavy Water • Holy Smite • Magic Weapon, Greater • Mark of the Reptile God • Nature’s Ravages • Order’s Wrath • Persistent Vigor • Planar Adaptation • Planar Ally, Lesser • Protection from Energy, Communal • Repel Vermin • Rest Eternal • Shadow Barbs • Shield of Dawn • Shield of Fortification, Greater • Soothe Construct • Spellcrash, Lesser • Spiritual Ally • Summon Accuser • Summon Monster IV • Summoner Conduit • Suppress Primal Magic • Unholy Blight Level 5 spells:
• Angelic Aspect • Atonement • Bone Shatter • Breath of Life • Burst of Glory • Command, Greater • Commune • Constricting Coils • Cure Light Wounds, Mass • Dispel Alignment • Disrupting Weapon • Flame Strike • Ghostbane Dirge, Mass • Ghoul Army • Hallow • Holy Ice • Inflict Light Wounds, Mass • Insect Plague • Magic Siege Engine, Greater • Plane Shift • Planeslayer’s Call • Raise Dead • Reprobation • Righteous Might • Sanctify Weapons • Siphon Magic • Slay Living • Smite Abomination • Spell Immunity, Communal • Spell Resistance • Spellsteal • Summon Infernal Host • Summon Lesser Psychopomp • True Seeing • Unhallow • Unholy Ice • Wall of Stone Level 6 spells:
• Antilife Shell • Banishment • Bear’s Endurance, Mass • Blade Barrier • Bloodsworn Retribution • Bull’s Strength, Mass • Chains of Light • Cold Ice Strike • Create Undead • Dispel Magic • Eaglesoul • Elemental Accessor • Hellfire Ray • Music of the Spheres • Planar Adaptation, Mass • Planar Ally • Spellcrash • Summon Vanth • Undeath to Death • Word of Recall Level 7 spells:
• Arbitrament • Archon’s Trumpet • Bestow Grace of the Champion • Blasphemy • Create Variant Mummy • Destruction • Dictum • Holy Word • Jolting Portent • Lunar Veil • Resurrection • Vision of Doom • Word of Chaos Level 8 spells:
• Angelic Aspect, Greater • Antimagic Field • Call Constuct • Cloak of Chaos • Counterbalancing Aura • Create Greater Undead • Divine Vessel • Earthquake • Firestorm • Frightful Aspect • Holy Aura • Planar Ally, Greater • Rift of Ruin • Shield of Law • Spellcrash, Greater • Stormbolts • Unholy Aura Level 9 spells:
• Canopic Conversion • Gate • Implosion • Interplanetary Teleport • Miracle • Overwhelming Presence • Polar Midnight • Storm of Vengeance • True Resurrection • Winds of Vengeance • Wooden Phalanx And Oracle spells.
Level 2 spells:
• Abeyance • Aid • Air Step • Alchemical Tinkering • Amplify Stench • Ancestral Communion • Ancestral Regression • Ant Haul, Communal • Augury • Blessings of Luck and Resolve • Blinding Ray • Blood Blaze • Blood in the Water • Book Ward • Calm Emotions • Compassionate Ally • Consecrate • Cure Moderate Wounds • Darkness • Death Knell • Delay Disease • Delay Poison • Desecrate • Disfiguring Touch • Eagle’s Splendor • Early Judgment • Enthrall • Find Traps • Flotsam Vessel • Gentle Repose • Grace • Hold Person • Inflict Moderate Wounds • Life Pact • Make Whole • Marching Chant • Masterwork Transformation • Muffle Sound • Oracle’s Burden • Owl’s Wisdom • Path of Glory • Pilfering Hand • Protective Penumbra • Recentering Drone • Remove Paralysis • Restoration, Lesser • Sacred Space • Savage Maw • Sentry Skull • Share Language • Silence • Silent Table • Soothing Word • Spell Gauge • Status • Summon Monster II • Surmount Affliction • Touch of Mercy • Track Ship • Trail of the Rose • Undetectable Alignment • Web Shelter • Whispering Lore • Zone of Truth Level 3 spells:
• Accept Affliction • Aggravate Affliction • Air Breathing • Aura Sight • Bestow Curse • Bestow Insight • Blessings of the Mole • Blindness/Deafness • Blood Biography • Blood Scent • Blot • Borrow Fortune • Channel the Gift • Channel Vigor • Charitable Impulse • Contagion • Continual Flame • Control Vermin • Create Food and Water • Cure Serious Wounds • Daylight • Deeper Darkness • Delay Poison, Communal • Discovery Torch • Dispel Magic • Elemental Speech • Enter Image • False Alibi • Glyph of Warding • Guiding Star • Hydrophobia • Inflict Serious Wounds • Invisibility Purge • Locate Object • Nap Stack • Obscure Object • Remove Blindness/Deafness • Remove Curse • Remove Disease • Riversight • Sands of Time • Share Language, Communal • Sky Swim • Speak With Dead • Summon Monster III • Symbol of Healing • Transfer Regeneration • Water Breathing • Water Walk • Wind Wall Level 4 spells:
• Air Walk • Ancestral Gift • Black Spot • Cure Critical Wounds • Debilitating Portent • Dimensional Anchor • Discern Lies • Divination • Enchantment Foil • Imbue with Spell Ability • Inflict Critical Wounds • Neutralize Poison • Oracle’s Vessel • Path of Glory, Greater • Plague Carrier • Poison • Restoration • Ride the Waves • Sending • Speak with Haunt • Spell Immunity • Spit Venom • Summon Monster IV • Suppress Primal Magic • Symbol of Revelation • Symbol of Slowing • Terrible Remorse • Tongues • Transplant Visage • Virulence • Ward of the Season • Water Walk, Communal Level 5 spells:
• Air Walk, Communal • Ancestral Memory • Astral Projection, Lesser • Break Enchantment • Caustic Blood • Cleanse • Contagion, Greater • Cure Light Wounds, Mass • Curse of Magic Negation • Curse, Major • Fickle Winds • Forbid Action, Greater • Geniekind • Half-blood Extraction • Hymn of Mercy • Inflict Light Wounds, Mass • Insect Plague • Life Bubble • Lighten Object, Mass • Mark of Justice • Pillar of Life • Plane Shift • Raise Dead • Rapid Repair • Scrying • Serenity • Snake Staff • Summon Monster V • Symbol of Pain • Symbol of Scrying • Symbol of Striking • Symbol of Sleep • Tongues, Communal • Treasure Stitching • True Seeing • Undeath Ward • Wall of Blindness/Deafness • Wall of Stone Level 6 spells:
• Animate Objects • Blessings of Luck and Resolve, Mass • Cure Moderate Wounds, Mass • Dispel Magic, Greater • Dust Form • Dust Ward • Eagle’s Splendor, Mass • Epidemic • Find the Path • Forbiddance • Geas/Quest • Glyph of Warding, Greater • Harm • Heal • Heroes’ Feast • Impart Mind • Inflict Moderate Wounds, Mass • Joyful Rapture • Owl’s Wisdom, Mass • Plague Storm • Summon Monster VI • Summon Stampede • Symbol Fear • Symbol of Persuasion • Symbol of Sealing • Wind Walk • Word of Recall Level 7 spells:
• Circle of Clarity • Control Weather • Cure Serious Wounds, Mass • Ethereal Jaunt • Hymn of Peace • Inflict Serious Wounds, Mass • Refuge • Regenerate • Repulsion • Restoration, Greater • Resurrection • Scrying, Greater • Summon Monster VII • Symbol of Stunning • Symbol of Weakness • Vision of Doom • Waves of Ecstasy Level 8 spells:
• Cure Critical Wounds, Mass • Dimensional Lock • Discern Location • Euphoric Tranquility • Inflict Critical Wounds, Mass • Nature’s Ravages, Greater • Nine Lives • Orb of the Void • Spellscar • Spell Immunity, Greater • Summon Monster VIII • Symbol of Death • Symbol of Insanity • Vinetrap Level 9 spells:
• Astral Projection • Cursed Earth • Energy Drain • Etherealness • Heal, Mass • Salvage • Soul Bind • Spell Immunity, Greater Communal • Summon Monster IX • Symbol of Strife • Symbol of Vulnerability As I got into upper levels, both lists started to dwindle a bit.
Good and Evil are no longer concepts really. I was just trying to equate the L/G/C/E system to the Color alignments. Spells like Protection from Good and such will be consolidated into Protection from Alignment, where the spellcaster chooses one color when they select the spell, and they gain protection from spells of that color. I'm still debating on including this or not. Well, in my setting, these classes have different enough roles that their spell lists should be different too.
So for a while now, I've been wanting to divorce the spell lists of the Arcanist, Sorcerer and the Wizard. I don't see why these classes have to share spell lists. It forms a connection that shouldn't be there. They shouldn't use the same list if they are two different classes. It is a holdout from 3.0 that needs to be modified in my opinion. Of course, I believe the same is true for the Cleric/Oracle/Warpriest spell list. Similarly, I have ideas on divorcing the Hunter from the Druid and Ranger lists. I'll just make a comprehensive list for Hunters based on the other two class lists, at the appropriate levels. To divorce the Skald from the Bard, I'm going to reflavor the Skald a bit and give him a few different spells, including those that deal with spirits and stuff (my Skald is influenced by the spirits of his ancestors). Now, I've been trying to think of ways to do this. I thought maybe about limiting the Sorcerer's list to more damaging spells, and less of everything else. Wizards would be mostly utility. Arcanists I'm less sure on how to handle. Perhaps an average amount of spells taken from both lists is the way to go on that one. I've thought about using different magic subsystems to better represent the differences between the spontaneous and prepared casters that use the same list. Specifically, I thought about Words of Power for Sorcerers and the Variable Level Spells for the Wizard. Now, the Wizard is simple. Being a prepared caster, he can choose at the start of the day to prepare a variable level spell at a lower or higher level than normal, provided he can cast spells of that level. I chose to give them Variable Level Spells because I believe that Wizards tinker with magic, tweaking it to suit their individual needs. But I have a problem with Words of Power. Or a few problems actually.
Problems:
1) If I use Words of Power for Sorcerers, I'd need to either convert their bloodline spells or give them different ones based on the wordspells. 2) Words of Power is lacking in versatility, which I suppose is ok for the Sorcerer since I was going to limit their spell selection anyway. But I'd still like to buff it up with some additional words. I have looked, and managed to find some here. And this post seems to provide some support for what is there. But neither option really fulfills what I'm looking for, even together. 3) The words in Words of Power aren't one word for each spell effect, I'd like to change that. Not a big deal, that's just flavor. I was thinking of tying them to runes and using the Dragon Shouts from Skyrim to determine their name. 4) This presents a problem for Arcanists, unless I wanted to give them a mix of Words and regular Spells. Which I'm not sure how that would work exactly. 5) Words of Power doesn't really fit other spontaneous casters to me, such as the Oracle, so I'd still be at a loss on what to do there. So unless these problems can be addressed in a way that seems logical to me, I can't use Words of Power as is. But I have some other thoughts on it. Thoughts:
1) My original idea for Words of Power after discovering the issues listed above was to turn it into a system for players to design their own spells. They pick words as normal, and use them to determine their spell's effective level. They can then name the spell whatever they please (I've always been partial to Bigby's Burning Hands) and flavor it how they want. Would that work? I don't know. It wouldn't tie into the game world that way, but it would still be a use for it. 2) My secondary idea for it is to tie it into a runic language like I mentioned above, and use feats to grant people the ability to cast new spells when they find/know enough of the runes (again, Dragon Shouts). I think this one is pretty cool, especially if each rune has some associated minor power that they can use without the need for others, and has some nice flavor to tie it into the lore of the campaign world. Though I think there might be a 3pp system for this that might work, because I found this. Now, for divorcing the Cleric/Oracle/Warpriest list, I'm much more at a loss on how to proceed. In my game, I'm getting rid of traditional alignments in favor of this one, so perhaps I could just remove alignment spells altogether from the Warpriest's list. They still exist, they are just reflavored as White (law/good), Red (chaos) and Black (evil) spells. But since White is both law and good (morality), it wouldn't make a lot of sense to allow an evil Warpriest to use them. So I'll just do away with them from the list, and keep the Warpriest list to 6th level spells at the highest. That leaves Clerics and Oracles. Aside from using Words of Power or Variable Level Spells, I'm at a loss on what to do here. Both of them are full casters, so it's not as simple as cutting the spells off of the one who gets them too high. And I'd like to keep them both full casters too. Perhaps Clerics and Oracles should be the reverse of Sorcerers and Wizards; Clerics be the one with a smaller list of more fire-power, and Oracles be the utility Divine casters. Clerics in their armor seem more like the ones to blast enemies or stick to the front lines boosting allies rather than the armor-less Oracles. Oracles would instead have more healing and utility based spells, hanging out behind the party ready to help whoever falls. And I haven't even considered what to do for the Investigator and the Alchemist. They too share a "spell" list. I'm less concerned though, because in my homebrew these classes aren't considered casters in the traditional sense, but rather they are scientists so to speak. They think of ways to duplicate magical effects using mundane means. I'm still debating whether or not dispell magic should effect their extracts/infusions/potions/whatever. Whew, that's a lot of writing. So, any feedback would be helpful, especially if it involves useful ideas on how to make these spell lists different. You get even more points if you post complete lists for the Arcanist, Cleric, Oracle, Sorcerer and Wizard that are unique from each other.
Hm. For some reason the comparison of Variable Level Spells to applying metamagic feats didn't register in my head until just now. In my world, Sorcerers can still apply metamagic spontaneously, so they should be able to use the variable levels too. But I do want my Wizards and such to use the variable levels, but like all their spells they have to choose which spells to prepare at lower or higher levels when they prepare their spells for the day.
I was thinking about doing that in reverse. To me, prepared casters (especially Wizards) would have the variable level spells over the spontaneous because they learn spells from researching, tinkering and creating their own. Spontaneous casters are mostly inborn with their power, and so they only know how to cast a spell a certain way, which is natural to them.
The Rider is my first archetype! Based primarily on the Dragon Riders of the Inheritance saga, I felt that the Magus was a perfect fit for him. And finally I have created it, inspired by the burn mechanic in the Occult playtest. Some notes: I went with an archetype instead of a new class because I didn't want to feel compelled to make all sorts of archetypes for a new class. Also there is complaints about class saturation here and there. Wyvern Mount: I was unsure what to do with this, so I eyeballed the stats of the wyvern in the Bestiary and dropped all the feats except fly-by attack. I also dropped the poison ability. I replaced Spell Combat with this because I felt it should be available at first level, even though I really like Spell Combat. Also, I used a wyvern because I thought it would be less over-powered than an actual dragon. Burn: I basically took the modifications of Arcane Pool and stuck them here in burn. Anything that spends arcana points instead causes the rider to suffer burn points. Magus Arcana: I was too lazy to even copy/paste all of those arcana. Basically, wherever it says "spends # of arcana points" should be translated as "inflicts # of burn points" which shouldn't cause any problems. Probably. Spell Recall: Again, replaced "spend arcana" with "suffer burn" but it is otherwise unchanged. Share the Burn: I'm not sure if this is proper wording or not. I wanted an ability that emulated Saphira sharing her energy with Eragon to provide him with some additional power for spells and staying awake. In other words, your wyvern gets Burn at this level but you an access it, causing the penalities to stack on her. Perhaps not wise, but useful for those extra spells to bring down the bad guy. Spell Combat: I stuck it here at 8th level because I didn't want to lose it completely. Not having the Improved version is ok with me. What do you guys think? Is it a balanced and suitable way to be Eragon?
Can't believe no one mentioned this yet, but Artificer. Could be (and has been) interpreted in dozens of different ways (and there's even a few ways to mimic parts of it in Pathfinder already). Red Mage - The guy who knows a little of everything, but is ultimately master of none. White Mage - Where's my arcane healer? Several Psionic classes. Gladiators perhaps? Truename/Ancient Language magic (that is better than Words of Power) ala Eragon. Dragon Riders while I'm on the subject.
So, a long time ago when I played fourth edition, a friend of mine found this custom race which I believed was called Dreem. The premise is that they are Drow who have redeemed themselves in the eyes of Corellon. Since I can't manage to find the original Dreem, so I decided to remake it to the best of my ability, in Pathfinder. I made this without the ARG rules, and with the Power of Ki rules in mind. Also, when I made them, I couldn't remember if they had Fey Step or not, so I substituted that with Shadowmeld like the Nightelves from Warcraft. DREEM
Alternate Racial Traits:
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