[Homebrew] Hybrid Class: Eldritch Thaumaturge(Paladin / Sorcerer)


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Eldritch Thaumaturge's are Practitioners of Magic and Swordsmanship. Dedicating their Efforts for the better of humanity. Many Learn their Arts from their Lineage, where secret arts of Combat are passed down from generation to generation. Some say they are Practicing Subterfuge, tricking the people into believing they are more powerful than they are, while others believe what they do is an act from god, creating feats no Man can do. Most Worship a Deity, but do not draw their powers from them. Instead they Follow a Code of Conduct, Following the Code their Family has dedicated themselves to protecting.

Class Features wrote:


Alignment: Any, But most tend to be good.
Class Skills:,Appraise, Bluff, Diplomacy, Craft(Any), Handle Animal, Heal, Knowledge(Arcane) Knowledge(Religion) Spellcraft, Profession, Ride, Survival, and Use Magic Device
Skills: 2+int
3/4 Bab, Good Fort+Will[/spoiler]

Eldirtch Aura(Su):

An Eldritch Thaumaturge Constantly detects as magic. Any Creature attempting to detect magic on her must Succeed at a caster level check(Dc= 11+Eldritch Thaumaturge Level) or fail to identify what aura's are on Her, as the swirling of magic disrupts the reading. This does not stop anyone from pinpointing the locations of the auras. it only stops the reading of the schools.

Detect Magic(Sp):

The Eldritch Thaumaturge can Detect magic, as the spell, At will as a standard action. As a Swift Action, the Eldritch Votary can Target a single creature or object and detect magic on that as if he has Concentrated on Detect magic for 3 rounds, giving Access to all the options available Under detect magic. You must be able to see what you are detecting to use detect magic in that way.

Smite(Su):

The Eldritch Thaumaturge can Smite a target he Can see within 30 feet as a move action, Adding Her Charisma to Attacks, and adding half her level to damage. This Lasts for 24 hours or until the Creature Dies, Whichever happens first. Bloodlines add more Effects to the Smite, depending on the Bloodline. The Eldritch Votary gains an additional smite at 5th level and every 5 levels after. At 7th level, She can Smite as a Swift action or a Move action. the Restrictions on Smite depend on your lineage.

Lineage:

: Each Eldritch Thaumaturge has a source of magic somewhere in her heritage that grants her spells,an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a Eldritch Thaumaturge might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. An Eldritch Thaumaturge must pick one Lineage upon taking her first level of Eldritch Thaumaturge. Once made, this choice cannot be changed.

Thaumaturge:
The Eldritch Thaumaturge Weaves Magic into his Very Essence, Causing him to be more Resilient to Most attacks. Eldritch Thaumaturge adds her Charisma to Fort and Reflex Saves, and Uses Charisma instead of Wisdom for Will Saving throws.

Family Bond:

At 5th Level, The Thaumaturge Bonds with a Familiar, or a Martial or Exotic Weapon Passed down by Generations, functioning as an arcane bond. The Weapon Is always considered Masterwork Quality and you are automatically Proficient with wielding it. At 5th and every 3 levels after, the Weapon gains a Cumulative +1 Enhancement Bonus that Stacks with any other Enhancement bonus on the weapon. Every day, you can Change the Enhancement Bonus to a Special ability From the Following: brilliant energy, defending, disruption, flaming, frost, keen, and shock. If his Bonded weapon is a Double Weapon, he can split the Enhancement bonus However he wants to Both Ends, but each end does not gain more than a +3 Enhancement Bonus Total.
If you gain a Familiar, it Also has the Ability to smite the same number of times you are, using your charisma and Level, However it only Works for one round. It Gains all the same benifits as you do under your Lineage powers when smiting.

Lineage Options:

Aberrant Lineage
There is Taint in your family. Many find you alien and bizarre. You Tend to think in strange ways, Seeing outcomes that most dont see. You approach Problems at an angle. Over time, the Taint manifests into your combat style.

Smite: Against your target, when you strike with a Natural attack gained from a Polymorph Effect, you Reduce the casterlevel of a random spell the target has by 1(Sr applies to the Hit). No spell can go below the minimum casterlevel needed to cast the spell. At 7th Level, you may use a smite to cast Dispel Magic with a caster level equal to your Level.

Smite Restriction: Your smite only works with Natural attacks or Unarmed strikes. If you hit an opponent with a manufactured weapon, the bonuses gained from smite is Halfed.

Aberrant Strike(Su)at first level, You can Grow a tentacle, Claw, or Pincer, Dealing 1d3 Points of damage + your Strength Damage. at 7th Level, you may Grow 2 tentacle, claws, or pincers as a swift action; Or you can grow a Gore, 2 hooves, or a Bite as a standard. at 13th you may grow as many natural attacks as you have limbs as a swift action. You can use this ability 3+Charisma times a day, and lasts 1 minute.

Long Limbs(Ex) At 3rd level, your reach increases by 5 feet when using an unarmed strike or a natural attack. this ability does not otherwise increase your threatened space. at 11th level, this bonus increases to 10 feet.

Unusual Anatamy(Ex) At 9th level, Your Anatamy changes, granting you a 25% chance to ignore ciritical attacks, sneak attacks, and Precision based damage. at 15th level, it increases to 50%

Abyssal
Generations ago, a Demon spread its influence among your family. While some refuse to use this power, you embrace it, learning from the whispers you hear.

Smite: When you smite, your attacks deal an additional 1d4 Fire damage per 4 levels(5d4 at 20th). Your attacks count as Evil and Chaotic for the purposes of overcoming DR.

Smite Restrictions: Even though you can be of any alignment, you can only smite good or Lawful creatures.

Demonic Whispers: At level 1, You add your Charisma to your Will Saves, which stacks with thaumaturge. at 7th, If you fail a Will save, you may Expend a Smite to instead roll a Fort save, Dc equal to the Will Save. If you Succeed at the second saving throw, you are confused for one round instead of the Original effect.

Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Accursed
Somewhere in your family history, an Ancestor birthed a Hag, Which altered the path of your family forever. You Might not be related to the hag, but the hag's influence forever has a hold over your lineage.

Smite: Spells that affect the target of your smite are cast at a +1 Caster level and a +1 DC. You can Expend additional Smites to add Cumulative +1 Bonuses to caster level and DC.

Smite Restrictions: You Can only Smite Creatures who are Demoralized, Shaken, Sickened, or who has the worsened condition of any of those. You dont add your Charisma to attacks.

Horrific Visage (Su): At 1st level, you can draw upon your hag ancestor to cause one target to perceive you as having a horrifying appearance. As a standard action, you can force one target within 30 feet to make a Will save (DC 10 + 1/2 your Thaumaturge level + your Charisma modifier) or be shaken for 1 round for every 2 Thaumaturge levels you possess (minimum 1 round). This is a mind-affecting, fear-based ability. This fear does not stack with other fear effects. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Hag's Hex: At 3rd Level, you gain a Witch's hex. Your effective level for this Hex is Your Thaumaturge level-4 and you use your Charisma in Place of Intelligence.

Dread Gaze (Su): At 9th level, you gain a form of the green hag’s evil eye power. As a standard action, you may fix your gaze on any one creature within 60 feet. The target must make a Will save (DC 10 + 1/2 your Thaumaturge level + your Charisma modifier) or be staggered for 1 round for every 2 Thaumaturge levels you possess. You may use this ability once per day at 9th level. At 17th level, you can use this ability twice per day. At 20th level, you may use this ability three times per day.

Aquatic
Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command.

Smite: You add 1d4 Cold Damage every 4 levels against the Target of your smite. You can Spend an additional smite to give your smited target vulnerability to cold. if they are immune to cold damage, they lose the Immunity for one round every 6 levels(Min 1 round)

Smite Restriction: the Target must be covered in water to be smited. A spell has the Water Descriptor is Enough to cover an enemy to be smited.

Water Rush(Sp) At first level, as a Ranged touch attack that has a range of 30 feet, you may bull rush an enemy closer or further away from you as if Hydrolic Push. You can use this 3+Charisma times a day.

Aquatic Adaptation (Ex): At 3rd level, you gain a swim speed of 30 feet. At 9th level, you gain the amphibious special quality and develop a fat layer that grants a +1 natural armor bonus and resist cold 5. When immersed in water, you gain blindsense 30 feet. At 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water

Aquatic Submission(Ex): at 9th level, Spells that Deal cold Damage, you deal damage equal to 1/2 your level and you use your whole Level as your caster level for those spells.

This is what i have so far. More is gonna be here soon. if you have suggestions, let me know.


With aberrant, abyssal, and accursed lineages, why would most of them be good?

You don't need to note Craft (all). You can just write Craft.

Throughout what you have written, you have capitalized many words that don't need capitalizing. Was there a purpose to this?

Detect Magic would be just fine is you only said that it could be cast as a spell-like ability. Basically it would be a free cantrip. I understand that you're trying to emulate the paladin's detect evil, but detect magic is quite more useful (in my opinion), but I don't that it needs a special boost like being able to get three rounds worth of concentration in. Perhaps that could be an option available at higher level. Also, what it Eldritch Votary?

Why is Smite a move action? I think this would be more interesting if it were more ike the paladin's smite by attaching certain creatures types to it. So, maybe a but of ranger it it but restricting it to "magical" creatures with dragons, outsiders, abberations, fey, etc.

The lineage feature mentions spells and an extra skill, but looking through them I see neither. Did you forget that part? Does the character cast spells at all? It's supposed to be half sorcerer.

The Thaumaturge feature is obviously a variant on the paladin's save bonus, but the exception that he uses Cha instead of Wisdom for Will saves. This allows the charcater to dump Wisdom and still have a good Will save. I would either make it identical to the paladin ability, or if you want o mitigate keep the "creature of magic" theme then have it apply to only spells, spell-like abilities, and supernatural abilities. This would cause his to not gain the bonus against poison, disease, etc.

The part about gaining an item owned by his family at 5th levels is weird. Where as it for the previous four levels and how did it suddenly come into his possession? If you moved this to 1st level, you could make this a bit more of a paladin/magus ability.

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