The Medium


Homebrew and House Rules


Blurb: Wisdom-based spontaneous arcane caster focused on contact with the inner and outer planes.

(That was for those people who mouse over the link before clicking to see if it's worth their time.)

I've uploaded my current version into a Google document so that I don't have to worry about formatting issues and so that I could edit it at my leisure. You can find that link here: The Medium

I drew on elements of the sorcerer and cleric to form this arcane caster. I believe, at this point, that it is too strong and that it is also somewhat disorganized. I would love to have some critiques on the class features as well as the spell list. I decided that, rather than simply give them the sorcerer/wizard spell list, that I would cobble together their own unique spell list. I am pretty sure I missed some spells that should be on there, so don't assume that I left something off on purpose.

I hope you enjoy it.


No one has any suggestions?


Chill Touch is not a (cold) subschool. It is a negative energy spell.

Sczarni

i honestly dont have an eye for spell casters but just looking at it it looks good to me.


Further notes:

The reasoning for the 4+ Int skill points is not readily obvious. After all the wizard and sorcerer both only get 2 + Int mod, just like the cleric. The Druid gets more, however has a weaker overall spell list.

Primary affinity -- you make a note of having one but don't provide a way to change it at higher level. In the affinity area you state that you gain bonuses spells based off of your primary affinity but where the affinities are written out you state they can choose off of any affinity list.

Affinity powers -- Start to strong and end too weak... why would you choose a single elemental power again when instead you can continue to gain access to new elements?

Channel energy -- In some ways much more powerful than the clerics but in others much weaker... over all I think it's a bit wordy but works alright.

Affinities -- Positive and Negative is weak especially compared to Good and evil. If the second one is going to do what it does I suggest making it a penalty instead of damage since it acts exactly like ability penalties do. Ethereal almost negates the need for the regular elements.

Spell list -- you have overlap in several places with affinity bonus spells. Affinity bonus spells are a bit confusing to understand as presented currently.


Thanks for giving it a thorough look over, Abraham. I really needed a fresh pair of eyes on this. I'm going to respond to your comments point by point, not because I'm arguing, but just so that I don't miss anything.

The main reason for the 4+ skills is because I hate being short on skill points. That's basically it. It really should be 2+ skills and I am going to edit it so.

Originally, the medium's primary affinity was supposed to be the only affinity that granted bonus spells. Then I realized that (should one spell list be obviously better than another) that one could take that affinity at level 1 and then never touch it again, only to gain better spell list. So I set it such that every affinity granted bonus spells. The wording saying that bonus spells only come from the primary affinity is artifact wording that needs to be corrected.

I was actually a little worried that some of the later affinity powers were too strong (quicken and maximize come to mind). Did you have any particular powers in mind that were too strong/weak? As to why one would take all seven affinity levels in a single element (aside from wanting roleplay reasons) is because, as currently written, you can apply any and all affinity powers to a spell they qualify for. That's why I made sure to list in each power that the spell needed an element descriptor.

I was trying to give the medium the "elemental channel" feat without the confusion that the feat seems to cause. I didn't want an earth medium having the ability to harm and heal earth elementals. With a normal good cleric's channel energy he can either heal life or harm unlife. I wanted to keep this "heal one or harm the opposite" effect, just transferred to elementals. This is why I have the little table with the opposed elements. Also, the channel energy progression is slowed compared to a cleric, progressing every third level instead of every other level. It's also not a feature that I am married to but I thought it thematically appropriate. Adding it in (or something rather similar) as a feat would be equally satisfactory to me.

How would you suggest improving positive and negative affinity? Their current versions are somewhat nerfed compared to what I had originally planned because I thought they might either a)be too powerful or b)step on the toes of the cleric. I also was having trouble thinking up reasonable ways to add more affinity levels to them. I wanted to add three more to each so that, if you wanted to, you could take positive/negative affinity from level 6 to level 18. Suggestions are more than welcome. Also, negative was intended to be a penalty instead of damage. That seems to have just been a crossed wire in my brain. I'll fix that for now, though I suspect that changes to positive and negative affinity will further alter it.

I have just finished altering the wording on the affinity bonus spells, which I think makes it a lot clearer. I removed the artifact wording as well. When you refer to crossover between the affinity lists, do you mean that there is crossover between certain affinity lists and the standard list? If so, I am fine with that. Remember, the medium has to choose a spells known list like a sorcerer, so having a spell on his bonus list frees him up to take another spell from the main list that he might want. Sorcerer bloodlines and cleric domains do this too, so it's not unusual.

Any one else have any suggestions or further observations?


When I think of a medium I think of someone that communicates with spirits of the dead. This class seems more like an elementalist.


Well, since they can also channel the ethereal, positive, negative and aligned planes, it was more than just being an elementalist. I wanted to make that clear with the name. The other name option I had considered was "Channeler". I opted for medium due to a bit of fluff that I don't think got included in the post or class description:
The medium is a conduit for various outsiders. He does not control his powers like a wizard or sorcerer as much as he beseeches his patrons to lend him their abilities. The more favor he garners with his patrons, the more power they entrust him with to control on his own and to do with what he sees fit.


Prince Carrius Stavian 2
cr 22
XP: 307200 human medium 20
LE Medium humanoid(human)
Init +10; Senses true seeing; Perception +26

DEFENSE

AC 43, touch 24, flat-footed 40(+14 armor, +5 deflection, +1 dodge, +5 natural, +6 spirit, +3 Dex)
HP 330(20d8+240)
Fort +24, Ref +22, Will +21
Defensive Abilities absorb blow, legendary guardian, sudden block; DR 10/-;
Immunemind-affecting effects; SR 33; Resist acid 10, cold 10, electricity 10, fire 10, sonic 10

OFFENSE

Speed 20 ft., fly 60 ft. (good)
Melee +5 speed longsword +26/+26/+21/+16 (1d8+14/17-20)Space 5 ft., Reach 5 ft.
Special Attacks astral beacon, haunt channeler (10d6), shared seance, spirit (Guardian), trance of three
Medium Spells Known (CL 20th; concentration +28)
9th (4/day)-Time Stop, Wish
8th (7/day)-Euphoric Tranquility(DC 26), Greater Prying Eyes, Moment of Prescience
7th (7/day)-Greater Teleport, Resurrection, Vision
6th (7/day)-Antimagic Field, Greater Dispel Magic, Heal
5th (7/day)-Dispel Evil(DC 23), Plane Shift, Teleport, True Seeing
4th (8/day)-Divination, Restoration, Spell İmmunity, Stoneskin
3rd (8/day)-Dispel Magic, Haste, İnvisibility Purge, Prayer
2nd (8/day)-Aid, Cure Moderate Wounds, Lesser Restoration, Resist Energy,Silence
1st (8/day)-Alarm, Divine Favor, Mage Armor, Shield, Shield of Faith
0th-Detect Magic, Detect Poison, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Read Magic, Stabilize

STATISTICS

Str 20, Dex 16, Con 20, Int 16, Wis 14, Cha 26

Base Atk +15; CMB +20; CMD 39

Feats Combat Reflexes, Dodge, Great Fortitude, Improved Critical (longsword), Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Mobility, Spirit Focus (champion), Weapon Focus (longsword)

Skills Acrobatics -1, Bluff +31, Diplomacy +31, Fly +13, Intimidate +31, Knowledge (arcana) +26, Knowledge (history) +26, Knowledge (local) +26, Knowledge (nobility) +26, Knowledge (planes) +26, Knowledge (religion) +26, Perception +26, Sense Motive +25, Spellcraft +26, Use Magic Device +31 Languages Common

SQ spirit point 18, ask the spirits, astral journey, connection channel, location channel (20 rounds), propitiation, spacious soul, spirit bonus (+6 on AC, Constitution checks, and Fortitude and Reflex saves), spirit mastery, spirit surge 1d10

Gear +5 chainmail, +5 longsword, amulet of natural armor +5,Belt Of Physical Perfection +6, Primogen Crown,

SPECIAL ABILITIES

Six-Legend Vessel (Ex) Prince Carrius houses within him the legendary souls of six of the previous emperors of Taldor. The souls are working together to further their cause and grant their unified power to Carrius's body. Carrius gains all of the lesser spirit powers. Because the souls are working in tandem, they never gain influence over Carrius. when using abilities that would normally cause a spirit to gain influence over him he loses a spirit point . In addition, when Carrius is using the trance of three ability, the chosen intermediate power remains in effect indefinitely until changed. This increases Prince Carrius's CR by 1.

Powerful Bond (Su) Because of habitually channeling the same spirits and possessing physical links to the spirits’ former lives and legends, a Six-Legend Vessel possesses a strong bond with his spirits. . She chooses two spells of each level with the archmage arcana and divine surge spirit powers instead of one, two exotic weapon proficiencies with champion’s prowess instead of one, three combat feats with legendary champion instead of two, and three skills with trickster’s edge instead of two.

Relics (Ex) Six-Legend Vessel has with him one relic for each of the six spirit legends.Each relic corresponds to a specific spirit and Six-Legend Vessel with 1 week of intense seances and 500 gp per medium level he possesses he can make relics give certeain benefits.Relics gives +6 spirit bonus on each ability check ,120 hit points,choose six int basen skill kills. These skills count as class skills for you, and you are treated as if you had an additional number of ranks in those skills equal to your medium level ( Knowledge (arcana,history, local, nobility, planes, and religion)l)
Source AP 132


While Occult Adventures says hi, your class is Wisdom based, rather than Charisma based. Perhaps Sacred Medium would be a better title.

A rider pre-petitioner(my homebrew) who is brought back, could choose between the 2 types of medium. Their rider levels would convert to medium.

One way to weaken it would be to weaken it against possession. Weather to make it a one time -4 or -1 for every 4 levels, that's your choice.


They probably worked out the details in the 9 years since they posted this.

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