New Base Class - Relic Hunter


Homebrew and House Rules


First of all, all due respect and credit to Savant1974 who came up with tis class I have modified to my liking. His website is here.

I did away with the spellcasting ability, re-worked and added some special abilities to keep it very item focused.

This is my first completed class design attempt. I wouldn't be surprised if I have over-egged the pudding here or there. I'm posting here to get your constructive feedback on this design, please.

Relic hunters are individuals with a great passion for magic but lacking the training to rise to true wizardly might. Instead of powerful spells, relic hunters leverage their incredible intellect and scholarly study to become unparalleled masters of every form of magical item. More experienced relic hunters develop powerful abilities to interact with magic items in unusual ways.

Role: Relic hunters are capable support and artillery resources for any party. Their knowledge of history, linguistics and magical items allow them to provide valuable insights on those subjects.

Alignment: Any

Hit Dice: d10

Class Skills:

Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (History) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), Spellcraft (Int), Use Magic Device (Cha).
Skill Ranks at Each Level: 6 + Int Modifier

Weapon and Armor Proficiency:

Weapon and Armor Proficiency: A relic hunter is proficient with all simple weapons, plus handaxe, light pick, sap, and rapier as well as light armor and shields (except tower shields).

Academic Focus:

A relic hunter adds half her class level (minimum 1) as an insight bonus to all Knowledge class skills and Spellcraft.

Magic Item Savant:

A relic hunters adds her class level as a competence bonus to Use Magic Device. When activating any type of magic item, she adds her Charisma bonus to the DC of any produced effect. For spell completion and spell trigger items, relic hunters count as both arcane and divine spellcasters and assumes she knows whatever spell is needed to activate the item.

At 1st level, by spending a full-round action to synch herself with an item, she is able to ignore any skill requirements to use or activate that item for the next 24 hours. She may do this with a number of items at once equal to her Charisma modifier. At 5th level, she is able to ignore any item’s class requirements. At 10th level, she is able to ignore race requirements. At 15th level, she is able to ignore alignment restrictions. All the requirements and limitations of this ability at 1st level continue on at successive levels.

Bonus Feats:

At 1st level, a relic hunter gains a bonus feat. She gains another at 4th level and every four levels thereafter. These bonus feats must be selected from those listed as metamagic feats and she must meet any prerequisites for the feat.

Magic Sensitivity:

Relic hunters are extraordinarily sensitive to magic emanations. At 1st level, she is capable of using detect magic and read magic at-will as a spell-like ability. At 3rd level, she is capable of using locate object as a spell-like ability a number of times per day equal to 3 + her Intelligence modifier. At 10th level, is capable of using analyze dweomer (objects only) as a spell-like ability a number of times per days equal to half her Intelligence modifier (minimum 1).

Dual-Wand Wielder:

At 2nd level, a relic hunter gains Dual-Wand Wielding as a bonus feat, even if she doesn’t meet the prerequisites.

Scroll Mastery:

At 2nd level, a relic hunter begins to use scrolls in increasingly unusual ways. She always substitutes her Intelligence ability score for the relevant ability score needed to cast the spell. She is able to retrieve a scroll stored in her gear as a swift action without provoking an attack of opportunity. She is able to manipulate the scroll one-handed, using that same hand to complete any required somatic components. This ability cannot be used while the relic hunter is wearing medium or heavy armor.

At 4th level, any time she uses a scroll she can choose to make a Use Magic Device skill check. If she rolls a natural 20, she succeeds in casting the spell as intended but the scroll is not consumed in the casting and remains usable again for a second casting. If she rolls a natural 1, the scroll is consumed, the spell wasted and causing a mishap. This ability can only be used once on any particular scroll and no scroll may survive more than two castings.

At 7th level, the relic hunter learns to duplicate scrolls as if she had the Scribe Scroll feat, except she can only duplicate other scrolls. When copying scrolls, if her class level is higher than the caster level of the copied scroll, she can improve her copy to have an effective caster level equal to her relic hunter level. A relic hunter’s scrolls are somewhat unstable and Use Magic Device checks for them have all relevant DCs increased by 5. They are unsuitable for scribing into a spellbook as well. Any failed UMD check, attempt to transcribe them or a critical failure when using them always results in a mishap

At 11th level, the critical threat range of any spell she cast from a scroll is increased one step (20 becomes 19-20 and so forth).

At 13th level, her scroll scribing ability allows her to become faster and more frugal. Scribing now takes just 3/4 the usual time and costs are likewise reduced by 25 percent.

At 17th level, the time and cost of scribing scrolls is now just half of normal.

Trap Sense:

At 3rd level, a relic hunter gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the relic hunter reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Item Mastery:

Relic hunters are experts at manipulating magical items, eventually subverting an item’s safeguards, limitations and twisting its affects. She treats all spell trigger items as if the relevant spell were on her spell list. As stated earlier, she adds her Charisma modifier to the DC on any item effect she triggers.

At 6th level, a relic hunter is able to any metamagic feat she knows to any charged magic item as a swift action a number of times per day equal to 3 + her Charisma modifier. The feat must be applied before activation. If the item already has a metamagic feat, the relic hunter cannot apply that feat a second time. The effects of the metamagic feat last until the start of the next round. During this time period, each use of the affected item uses an extra charge for each level adjustment required of that metamagic feat. The affected item is only usable in this state by the relic hunter. It reverts back to its original state in the possession of any other being.
She also develops a supernatural ability to determine the condition of magic items she touches. The relic hunter instantly knows whether the item is completely drained, mostly drained (3 or fewer charges left), used (4 or more charges), or full.

At 9th level, a relic hunter is able to recharge any charged magic item by touching it. Each day, she has a single power point she can use to replenish a charge in any item, even if that item cannot normally be recharged. An item must have at least 1 charge for this ability to work. An item emptied of its charges has lost the vital magical spark the relic hunter feeds with this ability. She gains additional power point at 12th, 15th, and 18th levels. She may choose to put all these points into a single item or in multiple items. No item can ever hold more than the standard charges for its type.

At 12th level, a relic hunter develops a supernatural ability to call to hand any magic item she has touched within the past 24 hours. Only items capable of being comfortably held in one hand can be retrieved. The range of this ability is 400 feet plus 40 feet/level with the relic hunter’s class level her effective caster level. She can perform this a number of times per day equal to 3 + Intelligence modifier. Also, the critical threat range of any effect from an item she is using is increased one step (20 becomes 19-20 and so forth).

At 15th level, a relic hunter is able to redirect magical energies used to attack her in order to recharge one magic item she has in hand. Once per day, she can use energy from a hostile spell targeting her and convert it into charges for an item at a rate of 1 charge per level of the spell. Excess points left over from fully charging item damage the relic hunter at a scale of 5 points per unused spell levels.

At 18th level, a relic hunter is able to absorb magical energies used to attack her into either a magical item she is wearing or holding in her hand. Once per day, she can absorb a hostile spell into another magic item by making a Use Magic Device check (DC 15 + the spell’s level). If she fails, the spell takes effect per usual with all the subsequent saves, if any. Failing uses up that day’s attempt and the relic hunter must wait until after she rests for 8 hours for this ability to refresh. However, if she succeeds, the spell is absorbed into the item where it remains for a number of days equal to her Charisma modifier or she uses the stored spell, whichever comes first. If the spell remains unused when the time limit runs out, the spell is wasted. The stored spell cannot be converted into charges for the storing item and, as long as a spell is stored in an item, its usual magical properties (excluding curses and intelligence) are suppressed and unavailable.

Evasion:

At 9th level and higher, a relic hunter can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the relic hunter is wearing light armor or no armor. A helpless relic hunter does not gain the benefit of evasion.

Resilient Mind:

At 14th level and higher, a relic hunter becomes more resilient to and adept at avoiding certain spells. For any attack that requires a Will save, she adds her Intelligence modifier as an experience bonus. If she makes a successful Will saving throw against an attack that normally deals half damage or has a partial effect, she is instead unaffected by the attack.

Improved Dual-Wand Wielding:

At 19th level, a relic hunter’s dual wand capability is enhanced so that rather than his off-hand wand draining 2 charges per use, it drains a single charge.

Magic Mastery:

At 20th level, a relic hinter’s abilities relating to magic items reach their peak. When you are aware of any attack using a magic item, you add your Charisma modifier as an insight bonus to your saving throw. Your analyze dweomer effect now functions on artifacts. The critical threat range of both scrolls and magic item effects increases another step (19-20 becomes 18-20 and so forth). Most devastatingly, she can make a ranged touch attack against magic items that suppresses their magic abilities as within an anti-magic field with a caster level equal to her class level. She can affect only one target at a time and that item gets its regular saving throw against the effect. She can perform this ability a number of times per day equal to 3 + her Charisma modifier.

Relic Hunter Progression:

LEVEL BAB FORT REF WILL SPECIAL
1 +0 +0 +0 +2 Academic Focus, Artifact Savant 1,
Bonus Feat, Magic Sensitivity 1
2 +1 +0 +0 +3 Dual-Wand Wielding, Scroll Mastery 1
3 +2 +1 +1 +3 Magic Sensitivity 2, Trap Sense
4 +3 +1 +1 +4 Bonus Feat, Scroll Mastery 2
5 +3 +1 +1 +4 Artifact Savant 2,
6 +4 +2 +2 +5 Item Mastery 1
7 +5 +2 +2 +5 Scroll Mastery 3
8 +6/+1 +2 +2 +6 Bonus Feat
9 +6/+1 +3 +3 +6 Evasion, Item Mastery 2
10 +7/+2 +3 +3 +7 Artifact Savant 3, Magic Sensitivity 3,
11 +8/+3 +3 +3 +7 Scroll Mastery 3
12 +9/+4 +4 +4 +8 Bonus Feat, Item Mastery 3
13 +9/+4 +4 +4 +8 Resilient Mind
14 +10/+5 +4 +4 +9 Mental Evasion
15 +11/+6 +5 +5 +9 Artifact Savant 4, Item Mastery 4
/+1
16 +12/+7 +5 +5 +10 Bonus Feat
/+2
17 +12/+7 +5 +5 +10 Scroll Mastery 5
/+2
18 +13/+8 +6 +6 +11 Item Mastery 5
/+3
19 +14/+9 +6 +6 +11 Improved Dual-Wand Wielding
/+4
20 +15/+10 +6 +6 +12 Bonus Feat, Magic Mastery
/+5


Hmm. Seems a bit all over the place.

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