Abyss' Fanatic (Sorc. Variant) [Archive] - Wizards Community

Post/Author/DateTimePost
Liokh

08-13-05, 10:14 PM
(This was Abyss' Fanatic for a good while but recently (5/11/05) made a complete revision of the class.)

ARCANARCHIST (Sorcerer's Variant)

Introduction

This creepy character lurks out of shadows only when he feels his inner power has been acquired. What lead to this acknowledgement is sad and cruel. It is the recipe of years of darkness under the influence of terrible activities around him. Able just enough to survive in his corner of mind and situation, this humanoid passes through rejection by everyone including himself, the first step of the process to turn toward the will of power which is his only way to keep being respected out of pitifulness and misery. The second step is when the Arcanarchist accepts the presence of unknown voices that leads him to his new world of slaughter, acknowledgement and insight. He sees, like someone would have shown him, a place where a small ball, an unfinished plane, stocking dense energy levels than could be gathered for powerful wizardry.Thereafter he finds unwillingly the control panel to those hidden forces that are actually out of his material plane, he starts to possess thoughts and spirituality of a highlighted quality. Lastly, this anarchist, from violating the gods' creation, becomes an apprentice of powerful spell casting, forces that were finally understood, manipulated, actually mastercrafted by this mortal. He had entered a wild passion upon devastating effects. For the world of mortals, even with their most catastrophic powers, can't overcome the arcanarchist's ones. His manifestations are engaged to rule them all...

Alignment: Any nonlawful.
(P.S:I am also thinking about nongood)

Hit Die: d4.

Class Skills
The Arcanarchist’s class skills (and the key ability for each skill) are Concentration (Con), Knowledge(Arcana) (Int), Intimidate (Cha), Sense Motive (Wis) and Spot (Wis).

Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.


Table: Arcanarchist
|Level |BAB |Saves |Spell Resis. |Power Uses |Ability
|1 |+0 |0 |0 |Wis. Mod. |Main(Bonus) Power
|2 |+1 |0 |3 |1+Wis. Mod. |Spell Resis.
|3 |+1 |1 |4 |2+Wis. Mod.
|4 |+2 |1 |6 |3+Wis. Mod. |Bonus Power
|5 |+2 |1 |7 |4+Wis. Mod.
|6 |+3 |2 |9 |5+Wis. Mod. |Inner Energy
|7 |+3 |2 |10 |6+Wis. Mod.
|8 |+4 |2 |12 |7+Wis. Mod. |Bonus Power
|9 |+4 |3 |13 |8+Wis. Mod.
|10 |+5 |3 |15 |9+Wis. Mod. |Inner Energy
|11 |+5 |3 |16 |10+Wis. Mod.
|12 |+6/+1 |4 |18 |11+Wis. Mod. |Bonus Power
|13 |+6/+1 |4 |19 |12+Wis. Mod.
|14 |+7/+2 |4 |21 |13+Wis. Mod. |Inner Energy
|15 |+7/+2 |5 |22 |14+Wis. Mod.
|16 |+8/+3 |5 |24 |15+Wis. Mod. |Bonus Power
|17 |+8/+3 |5 |25 |16+Wis. Mod.
|18 |+9/+4 |6 |27 |17+Wis. Mod. |Inner Energy
|19 |+9/+4 |6 |28 |18+Wis. Mod.
|20 |+10/+5 |6 |30 |19+Wis. Mod. |Bonus Power

*Total Power Uses and die Rolls cannot exceed your wisdom characteristic.

CLASS FEATURES

Arcanarchist's friends
Since this corrupted humanoid has reached his state of will upon power from rebellion against others, there are very few creatures that he considers as friendly. Entities that should always be considered as friendly are creatures of the mithic rank (legendary heroes, gods, epic creatures,etc). Otherwise, the Arcanarchist will at most act neutrally toward his surroundings, from adventuring companions to reasons like not to get troubles from a dragon which opposes his will (though he will defenitively try to accomplish it somehow else). However, even when acting neutrally, that entity will always be treated as an enemy when power uses are considered.

Weapon and Armor Proficiency: (Same as Wizard)
They are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Arcanarchist’s movements, which can cause his spells to fail.

Bonus Power: (Powers Uses)

This characteristic spell casting consists of the connection with a plane he focused on arcanes. It affects the target negatively, neutraly, or positively and intersects a negative, neutral or positive force. He can cast any of these Powers without preparing it ahead of time. These manifestations are cast with by words and gestures similarly to the wizard and sorcerer therefore requires concentration in addition to cause attacks of opportunity. Like other spellcasters, the Arcanarchist can use these powers only a certain number per day. Note that those power uses per day and the total die rolls can never exceed the arcanarchist's wisdom characteristic minus one. His base daily powers allotment is given on Table: Arcanarchist. This is a description of his nine forms of mix of positive and negative energies he can cast:

(+,-)ORGANISM’S REESTABLISHMENT : Heals friends of 1d6/level.

(-,-)DIRECT DAMAGE : Deals a foe 1d6/level.

(+,+)COVERS FROM HITS : Shields versus the next 1d6/level points of damage or until *wisdom modifier* rounds pass.

(-,+)SHIFT WORLD : Move to another plane a creature for your *wisdom modifier* of rounds. (Harmless)

(_,+)SHUTS MAGICAL COVER : The totality of nearby enhancement are dispelled if their total power level is less than or equal to 1d1/level. Any spells of that type are countered for the next*wisdom modifier* rounds.

(_,-)INDUCE PARANOIA : Dealing yourself points of damage equal to the total number of HD of affected creatures, you inflict 1d6/level to those.

(_,_)ALLOWS TIME WARP : You benefit of 1d1/level seconds to act freely.

(-,_)ADJACENT DAMAGE : For the next *wisdom modifier* rounds, every foe next to you (5ft) take 1d6/level of damage.

(+,_)SEVERE INTIMIDATION : For the next *wisdom modifier* rounds, every for next to you (5ft) are harmlessly stunned.

Spell Resistance
The use of magical energy become so much innate as experience is acquired that the fanatic gains, at 2nd level, a flux of constant vibrations inside his body that reflects nefast energy hence grants him spell resistance.

Inner Energy
With time, a constant flow of energy, alike spell resistance, forms a shield to supply flesh an aura of protection for the Arcanarchist, depending on his activities. From this ritual, he shows his highest mask of interest in power.
Every four level, starting at 6th, the Arcanarchist may choose, among the following list, a new inner energy that requires no activation that the arcanarchist will retain permanently. The restriction to it is that the arcanarchist must have taken an hour to devour the body of a creature that has the chosen characteristics:
1: Undead aspect: Immunity to poisons and any desease, magical or not.
2: Demonic Skin: Resistance 5 versus acid, cold, fire, electricity.
3: Unicorn Skin: Damage reduction 5/magic.
4: Dragonic Senses: Darkvision 60 ft, telpathy 100ft.
5: Spider's aspect: Freedom of Movement.
6: Avoral's Senses: True Seeing
6: Hunter's Senses: When the arcanarchist wants to find an item or a creature he has already owned, he does so unerringly, as though guided by discern location (discern location).


* * *


There ends my new version of the sorcerer which represents more what I expect a sorcerer to be since that before, the sorcerer looked like the wizard too much and an iffy wording always got on my nerves, concerning the sorcerer: "he casts at will"; then why is charisma the prerequisite ? Another thing that I wanted to take a change at was the fact that a sorcerer is powerful... I mean the most powerful character one can have and he wasn't. Why not the wizard ? (Which goes second, along my opinion) Because he has much more options: different abilities (masterisation, craft skills, scribe scroll, summon familiar, metamagic), skills, choice of spells.

PLeaSe, LeT Me KNoW iF You THiNK THiS VeRSioN iS BaLaNCeD.
Thanks for reading!
Liokh

08-15-05, 04:20 PM
Is there any existing book or forum that gives more information about the Abyss Plane ?
epyondrowhunter

08-15-05, 08:48 PM
I like that but they way you have spell resistance set up is kinda week jus considering the level they get it at. Maybe you should make there spell resistance 10+character levels.

But thats just me. Good job though
Liokh

08-15-05, 11:13 PM
I changed it. I thought it worked just like Save Throws (Therefore Spell Level instead of Caster Level) I like it better too, as lower casters have more difficulty at affecting you than before.

Comparing to another Homemade classes, I notified one that received a bonus of SR 5 at 3rd level only in a particular domain and I thought that 3 in all domain was strong, since it grows level after level.
Liokh

08-18-05, 11:15 AM
I'm wondering what's wrong about this class or if it is too boring to be read. I want people to please add a comment concerning your appreciation of this core class if you read it. There are 81 notify views. No one except one person actually read it's whole content, is that it ?

Please, leave a note or comment about it!
I'm just looking for a very few replies.
Norhg

08-18-05, 11:30 AM
Truthfully, I think this class a little 'weak' in more sense than one.
His main power uses don't do nearly enough.
I would consider upping power dices to 1d8 to keep viability at higher levels.

And I have trouble seeing what possible 'role' or 'part' this class could fill.
He can heal, (a little), stun (a little, but he can as well kill as heal if he can stun) and buff (very little). None of his abilities compares to any of the other full classes.

I would consider what I want the Abyss' Fanatic's roles to be.
Perhaps rework the bard and his bardic music into the abilities you suggest? That had be balanced in my games.

Note: the spell resistance progression was cool. I liked it.
Liokh

08-18-05, 12:05 PM
I wanted a deadly machine that can beat anything, anyone, anywhere...
Somewhat as a barbarian while at low levels but this one is a power barbarian at high levels. (Indeed, as a normal sorcerer. Well rectification; as a sorcerer SHOULD be.)

His roleplay is something I would love play. Somewhat, you are playing a monster without being one in the sense that you act like them, as a matter of fact, as one in particular. (Your master.) You act evil, mainly alone and mainly try to spread evil, maybe by creating an interplanar fissures (wow that brings me an idea) to infest the mortal world, for example.
His talents are given entirely for roleplay gaming. Those can be compared to Quest Spells from Gods to clerics. (Though the powers are more limited.)

Believe me, the gifts are powerful abilities! I have thought at first to use a 1d8 die and then reconsidered it. Umh... 1d6 would be more fair and then I compared to a spell like: fireball. It's an elemental source of damage, reflex for half and a maximum of 10d6 with radius of 30ft. Mine is 1d6*level AUTOMATIC (SR negates), bottom line (though one target). A sorcerer can cast max: 6 of those. The Fanatic can, however, bomb 20 targets. That's 20 times 20 to 120 dam at 20th level. Is this okay ? I defenitively was afraid having an overpowered class even though it's meant to be the most powerful.
Maybe I could have the 1d4 be a splash power ?

Thanks alot for comment, Norhg !

Oh and singing would be awful for that class lol
Liokh

08-20-05, 07:55 PM
:bump:
Liokh

08-31-05, 09:26 PM
:bump:
Liokh

09-04-05, 06:51 PM
:bump:
Liokh

09-25-05, 08:05 PM
:bump:
Xaos_Bob

09-26-05, 02:52 AM
Once they get the site up and running again, Liokh, you should give planewalker.com a go. For right now, Google the word "Planescape", and you should find a bunch of material on the Abyss. That failing, you could always find out-of-print Second Edition Planescape products (Planes of Chaos, Faces of Evil and Hellbound, specifically) at any number of sites.
Liokh

11-05-05, 12:30 AM
(05/11/05) Made a major change: 70% different and full of new features, leading me to rename my Abyss' Fanatic to Arcanarchist.