[3.5] The Awesomancer (Class)

Post/Author/DateTimePost
#1

AlCiao

Aug 13, 2013 9:07:38

Tired of poring through splat books to make an insanely optimized character? Then look no further! The new, exclusive Awesomancer class beckons to you; all the awesome you could ever need, in one easy core class.



You're no wizard, needing to study musty old tomes and handle bat dung. Neither are you a cleric, accepting what dregs of divine power your callous master slops your way. And a sorcerer? Please. Your awesome is all you; it's not from any ancient ancestor.



Role: The real question is, what CAN'T the awesomancer do? I'll tell you what; he can't fry eggs without burning them. 'Cause the least powerful fire spell he knows is a freakin' fireball.



GAME RULE INFORMATION



Awesomancers have the following game statistics.



Abilities. Charisma determines how powerful a spell an awesomancer can cast, how many spells he can cast per day, and how hard those spells are to resist. It's also great at letting people see how awesome you really are.
Alignment. Any awesome. You can be lawful awesome, chaotic awesome, awesome evil, awesome good, or true awesome.
Hit Die: d8.



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Class Skills



The awesomancer's class skills (and the key ability for each skill) are
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.



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Class Features



All of the following are class features of the awesomancer.
Weapon and Armor Proficiency: Awesomancers are proficient with all simple weapons, one martial weapon of their choice, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
Spells: An awesomancer casts awesome spells, which are drawn from both the cleric spell list and the sorcerer/wizard spell list. For mechanical purposes, treat awesome spells as arcane spells. Spells learned and cast from the cleric spell list are learned and cast as awesome spells, or functionally as arcane spells. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, the awesomancer must have a Charisma score equal to at least 10 + the spell level (Charisma 10 for 0-level spells, Charisma 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an awesomancer's spell is 10 + the spell level + the awesomancer's Charisma modifier.
Like other spellcasters, an awesomancer can cast only a certain number of spells per day. Her base daily spell allotment is the same as that given on Table 3-16: The Sorcerer (PHB page 54). In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1-1: Ability Modifiers and Bonus Spells, PHB page 8).
Unlike a wizard or a cleric, an awesomancer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. For example, at 1st level, the awesomancer UberSorcererWizardClericBarbarianBetterThanJ00 can cast four 1st-level spells per day—three for being 1st level (see Table 3–16: The Sorcerer, PHB page 54), plus one thanks to her Charisma score of 15 (see Table 1–1: Ability Modifiers and Bonus Spells, PHB page 8). Thus, on any given day, she can cast some combination of the 1st-level spells she knows a total of four times. She does not have to decide ahead of time which spells she’ll cast.
Spell Knowledge: Unlike bards or sorcerers, an awesomancer may know any number of spells. Unlike a wizard, an awesomancer does not keep a spellbook; she simply knows her spells as she learns them. An awesomancer begins play with spell knowledge of all 0-level spells plus six 1st-level spells of your choice. For each point of Charisma bonus the awesomancer has (see Table 1-1: Ability Modifiers and Bonus Spells, PHB page 8), her spell knowledge includes one additional 1st-level spell of your choice.
At each new awesomancer level, she gains spell knowledge of four new spells of any spell level or levels that she can cast (based on her new awesomancer level). For example, when an awesomancer attains 5th level, she can cast 3rd-level spells. At this point, she can add two new 3rd-level spells to her spell knowledge, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, an awesomancer can also learn new spells from a wizard spellbook, an arcane scroll, or a divine scroll, exactly as wizards learn new spells from a wizard spellbook, except that instead of inscribing it within a spellbook, she adds it to her spell knowledge (see Adding Spells to a Wizard's Spellbook, PHB page 178).
Awesome Arcane Affinity: The awesomancer has no arcane spell failure chance for wearing armor.
Eschew Materials: The awesomancer begins play with Eschew Materials as a bonus feat.
Awesomecraft: The awesomancer uses her Charisma modifier, instead of her Intelligence modifier, when making Spellcraft checks.
Metamagic: The awesomancer may spontaneously apply metamagic feats to her spells in exactly the same manner as a sorcerer.
Spell Secret: At 4th level, and every four levels thereafter, an awesomancer can choose one spell known to her that then becomes permanently modified as though affected by one of the following metamagic feats: Enlarge Spell, Extend Spell, Empower Spell, or Widen Spell. The spell’s level does not change, and once the choice of spell and modification are chosen, they cannot be changed. As the awesomancer goes up in level, she can choose the same spell to be modified in different ways with multiple spell secrets. She does not need to know the feat she applies to the spell.
Bonus Feats: At 5th, 10th, 15th, and 20th level, an awesomancer gains a bonus feat. At each such opportunity, she can choose a metamagic feat or an item creation feat. The awesomancer must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feats that a character of any class gets every three levels (as given on Table 3-2: Experience Points and Level-Dependent Benefits, PHB page 22). The awesomancer is not limited to the categories of item creation feats or metamagic feats when choosing these feats.
Mentalism: At 7th level, all spells the awesomancer casts are Stilled and Silenced, as per the metamagic feats, except that the level of her spells do not go up due to that.
Invoke Your Own Awesome Name: At 10th level, the awesomancer gains the ability to learn the same invocations that a warlock or dragonfire adept uses. In place of learning two new spells at each level, she may choose to learn an invocation. At 10th level, this must be a least or lesser invocation. Starting at 11th level, this may also be a greater invocation. Starting at 16th level, this may also be a dark invocation.
The dragonfire adept's supernatural breath weapon and the warlock's eldritch blast are counted as invocations that the awesomancer can learn, although each of these must be learned in place of four new spells. For purposes of determining the damage of these invocations, treat the awesomancer's effective warlock level or effective dragonfire adept level as equal to half her class levels in awesomancer.
Awesome over Antimagic: At 11th level, the awesomancer gains the ability to cast spells within and into antimagic fields, whether the field is from a spell, spell-like ability, supernatural ability, or extraordinary ability. She must make a Spellcraft check against a Difficulty Class of 10 + caster level of the one who created the antimagic field. If she succeeds, the spell is cast and takes effect as though there was no antimagic field. If she succeeds at one Spellcraft check, then her magic items also function, regardless of whether or not she fails on a later Spellcraft check to cast into or inside the same antimagic field.
The awesomancer need not make a Spellcraft check to use this ability inside her own antimagic field, should she cast the spell.
Improved Spell Secret: Beginning at 16th level, the awesomancer adds the following feats to the list of metamagic feats she may apply with her Spell Secret class feature: Maximize Spell and Quicken Spell.



The awesomancer's base attack bonus increases at a 3/4 progression. Her strong save is her Will save.



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For a --slightly-- less ridiculous variant of the Awesomancer class, alter or remove the following class features:
Awesome Armor Affinity. Normally this allows the awesomancer to wear any kind of armor without an arcane spell failure chance. Instead, the awesomancer may only wear light armor without an arcane spell failure chance; if she wears medium or heavy armor, she suffers the arcane spell failure chance as normal.
Learning invocations. Normally gained at 10th level. The awesomancer may not learn invocations.
Awesome over Antimagic. Normally gained at 11th level. The awesomancer suffers the same restrictions and penalties as any other caster regarding an antimagic field.
Improved Spell Secret. Normally gained at 16th level. The awesomancer may not apply Maximize Spell or Quicken Spell to a spell for her Spell Secret class feature.



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For an even --more-- ridiculous variant of the Awesomancer, alter or the add the following:
Full attack progression. Normally, the awesomancer has 3/4 B.A.B. progression. In this variant, she has full attack progression, the same as a fighter.
Spells. Normally, the awesomancer must learn new spells, similarly to a wizard. In this variant, she automatically knows every spell on the cleric spell list and the sorcerer/wizard spell list, similarly to a cleric. Also, the awesomancer treats her caster level as being two levels higher for the purposes of determining the Difficulty Class for saves against her spells, and making caster level checks to penetrate spell resistance. This bonus stacks with the feats Spell Focus, Greater Spell Focus, Spell Penetration, and Greater Spell Penetration.
Metamagic. Normally, the awesomancer applies metamagic feats in exactly the same manner as a sorcerer. This variant is nearly exactly the same, except that she may prepare a metamagic spell ahead of time (at the same time she refreshes her daily allotment of spells) in order to cast it without using a full round action.
Awesomecraft. Normally, the awesomancer uses her Charisma modifier in place of her Intelligence modifier when making Spellcraft checks. In this variant, she may use her Charisma modifier in place of any other ability score modifier for all of her skill checks.
Spell Secret. Normally, the awesomancer cannot apply Maximize Spell or Quicken Spell until 16th level. In this variant, they are available at 4th level.
Invoke Your Own Awesome Name. Normally, the awesomancer must sacrifice learning two new spells in place of learning an invocation (four spells in place of learning a dragonfire adept's supernatural breath weapon or a warlock's eldritch blast). In this variant, she only sacrifices one new spell in place of learning an invocation (two spells in place of learning a dragonfire adept's supernatural breath weapon or a warlock's eldritch blast).
Awesome over Antimagic. Normally, the awesomancer must succeed on a Spellcraft check to cast normally into or inside an antimagic field. In this variant, she need not make a Spellcraft check; her spells and magic items automatically work normally.
Improved Spell Secret. Normally, the awesomancer learns to apply Maximize Spell or Quicken Spell at 16th level. Instead, the new options include Chain Spell, Split Spell, and Energy Admixture (all from Complete Arcane).

#2

Cyclone_Joker

Aug 13, 2013 9:35:59
What, was the Lightning Warrior not powerful enough for your tastes?
#3

AlCiao

Aug 13, 2013 10:01:38
I don't know what the Lightning Warrior is xD

This "class" is just tongue in cheek :P 
#4

Slagger_the_Chuul

Aug 13, 2013 10:09:07
Awesome!  Let's steal it!


Stealomancer


Why let someone else have all the fun?  Become a stealomancer today!


Role: Steal all the roles!


GAME RULE INFORMATION
Stealomancers have the following game statistics.
Abilities: Stealomancers can make good use of any ability score thanks to their steal class ability.
Alignment: Any.  You could steal alignment, if it was a class.  But it's not.
Hit Die: d4.

Class Skills
The stealomancer has no class skills, but can gain class skills by using his steal class ability.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

All of the following are class features of the stealomancer.
Weapon and Armor Proficiency: Stealomancers are not proficient with any weapons, armour, or shields, but can gain such proficiencies using their steal class ability.
Steal Class: At 1st level a stealomancer gains all the abilities of another class of his choice, as if he had levels in that class equal to his stealomancer level.  He adds all the chosen class' abilities (including Hit Die features like base attack bonus) to his own as if he were a gestalt character.
At 2nd level and every level thereafter, the stealomancer can choose to gain all the abilities of another class, adding them to his existing abilities.
#5

AlCiao

Aug 13, 2013 11:20:51
Slagger: I lol'd! Excellent!
#6

Cyclone_Joker

Aug 13, 2013 11:38:36
This is thie Lightning Warrior.
#7

AlCiao

Aug 14, 2013 8:57:15
This is thie Lightning Warrior.

OMG That is frickin' hilarious! xD