Author Topic: Thought Magic [magic system, base classes, & feats]  (Read 181 times)

Offline TheGeometer

  • Sr. Member
  • ***
  • Posts: 291
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Thought Magic [magic system, base classes, & feats]
« on: November 04, 2018, 07:27:14 PM »
Thought Magic


Somewhere between the commonplace magic of Wizards and Clerics and the mental abilities of Psions is Thought Magic, the power to let ideas tug forcefully at the fabric of existence until they make themselves real. Unlike magic and psionics, however, Thought Magic can’t be so easily controlled. Thought magic users, or thinkers, can’t merely utter the right words and make the right motions to shape the world around them; rather, at any given moment, they only have access to a few random notions that flit around their mind, and thus to only a few, randomly-chosen, magical effects that they can produce.


Ideas as Cards

Mechanically, Thought Magic is played with one or more standard 52-card decks of playing cards. On the character sheet, the thinker lists all of her known abilities, called ideas, as well as the card that represents it, and how many of that card should be in her deck, which represents her subconscious mind. These factors are constrained by class level in a thinker class.

For instance, a 4th-level Creative has 4 1st-level and 2 2nd-level ideas known. She lists the 6 idea names on her sheet, numbered from ace to six. Any time she draws a 5, for example, she’ll know that this refers to her first listed 2nd-level idea. The table in the Creative class also shows her deck composition at this class level: 10 1st-level ideas and 4 2nd-level ideas. When she builds her deck, she chooses any combination of known ideas of the appropriate level that she wishes. One option would be to use 4 copies of her first 1st-level idea known, 2 copies each of her remaining 3, and 2 copies each of her 2 known 2nd-level ideas – physically, her 14-card deck would contain all 4 suits of aces, and 2 suits each of the cards 2, 3, 4, 5, and 6. No idea may be represented more than 4 times, both for balance reasons and to allow for the easy use of standard playing cards. Some ideas, called unique ideas, can only be represented once per deck.

At the start of each encounter and at the end of each of the thinker’s turns, she draws a hand of 3 cards + 1 per 4 levels after 1st, as indicated on the class tables below. During her turn, she can bring into effect, or express, any ideas represented in her hand by playing them in front of her. Ideas already expressed in this way are considered neither in her hand nor discarded until she has finished her actions for the turn. At that point, all expressed ideas, as well as those remaining in her hand, are discarded. Any time she is required to draw an idea (such as at the end of her turn or if directed by another idea) and her deck is empty, her discard pile is immediately shuffled and becomes her deck. This can occur at any time, so if the remaining deck is smaller than the size of a hand to be drawn, then what remains of the deck is drawn, the discard pile is shuffled and replaces the deck, and then the rest of the hand is drawn from there, and the process continues.

In this way, the ideas that a character knows are made available to her a few at a time, and in a random order, but given a long enough encounter, she will have the chance to express them again. This is similar to the maneuver recovery mechanic of the Crusader class from Tome of Battle, though at a much faster pace. The exception to this rule of repeatedly regaining ideas by forming the deck again out of discarded ideas is the concept of retiring ideas. If an idea states that it or a different idea is to be “retired,” it is removed from the encounter entirely. It is not discarded and will not reenter the deck at any point, and the deck-hand-discard system becomes smaller from that point on. After the encounter ends, however, retired ideas join expressed ideas and ideas in the hand and discard pile in being shuffled into the deck, ready for the next combat (or any out-of-combat expressing, see below).

At later levels, if the character chooses to represent all of her ideas known in her deck, it may become necessary to use more card numbers than the usual 13. This can be accomplished by using a second deck marked on the number side with some sort of differentiating sign, such as a sticker or a symbol written in marker or pencil. On the character sheet, after ideas A through K, one might list the next ideas as A*, 2*, and so on. Using a different card system altogether, such as marked index cards, is another valid option.


Expressing Ideas

Expressing each idea requires an action, usually a move action (though a lot of ideas that merely influence other ideas are free actions). A thinker, like any character, cannot use more actions than she has access to on her turn – generally one move action, one swift action, and one standard action, which can be replaced with a second move action. Therefore, a thinker is often restricted to producing at most two magical effects per turn. Many of the ideas in hand may go unused, and are discarded at the end of the turn before drawing again, just like expressed ideas.

In addition, thinkers require flashes of inspiration to fuel their magic, which takes the form of Insight Points (IP). Unless otherwise stated in its description, an idea cannot be expressed unless the thinker spends 1 IP. The idea may also allow her to augment it, spending more than 1 IP to produce a more powerful effect, though she cannot spend more additional IP on an idea than 1 per 4 levels after 1st, as shown on the class tables. At the start of each turn, she has no IP, but some zero-IP-cost ideas may grant her more. It is recommended that a large portion of a thinker’s deck be composed of these inspiration-granting ideas so that she avoids the unpleasant situation of drawing many potentially useful effects but being unable to express any of them.

Ideas are spell-like abilities, and function in every way not mentioned here as spells. Though they cannot be affected by meta-ability feats such as Quicken Spell-Like Ability, they can be dispelled, may be subject to spell resistance, do not function in an Antimagic Field, and so on. Any idea with an expressing time of move or longer provokes attacks of opportunity unless the thinker expresses defensively (same DC as casting defensively). The DC against an idea is 10 + the idea’s level + the thinker’s primary expressing modifier (Charisma for Creatives, Wisdom for Philosophers, and Intelligence for Strategists).

Thought magic can be progressed by prestige classes, obtaining an increase to their effective level for the purpose of deck composition, ideas known, hand size, IP per idea maximum, and thinker level (the equivalent of caster level) at each level that advances casting. For prestige classes that progress multiple spellcasting classes per level, such as the Mystic Theurge, at most one of the classes progressed may be a Thought magic class. Thinkers can meet “able to cast X-level spells” prerequisites of feats and prestige classes if they can express ideas of that level or higher, even if they specify arcane or divine magic – though thought magic counts as neither for all other purposes. They can also meet caster level prerequisites, using their thinker level instead. Other types of casting prerequisites, such as those that require spontaneous or prepared casting, do not apply to thinkers.


Ideas Outside Combat

Each day, a thinker must rest for 8 hours and then spend 10 minutes in uninterrupted contemplation, or lose her ability to express ideas. During these 10 minutes, the thinker gains her daily allotment of IP (described below) and decides how she will structure her deck for that day.

Outside of combat, thinkers have access to any idea in their deck immediately, as though they had it in their hand; without the pressure of a battle, ideas spring to mind much more easily. Ideas function identically outside an encounter in all aspects except that ideas outside of combat cannot grant IP. Instead, a thinker gains a number of IP equal to her primary expressing modifier, which function only outside of combat, after her 10-minute meditation at the day's beginning. These IP do not vanish at the end of each round, but rather decrease only when the thinker spends them on ideas throughout the day.

In addition to this IP restriction, any ideas expressed outside of combat are treated as discarded rather than in the deck. They cannot be expressed again outside of combat until after the next encounter or 8-hour rest (though any copies of that idea still remaining in the deck may still be expressed), and they remain discarded at the start of the next encounter, should one occur before the thinker next rests. Though this seems purely negative, it can be used to the thinker's advantage as well; should she decide to forgo the possibility of expressing ideas outside of combat that day, she may elect to express many low-level ideas before combat begins. The fact that these ideas are discarded at the start of combat can provide a significant advantage.


Multiclassing

A character with levels in multiple thinker classes keeps track separately of the ideas gained from each class. She makes multiple decks, each satisfying the requirements of a single thinker class and only containing ideas known on that class’s list, and only then does she shuffle all of her decks together and use them as a single deck in combat (to prevent confusion, make sure every idea is keyed to a different card number, including ideas known to different classes). Add all of her levels in thinker classes for the purpose of determining her hand size, maximum IP per idea, and expresser level. A multiclass thinker can choose which of her thinker classes’ primary expressing modifiers to use for determining the DC’s for her ideas. She makes this choice each time she takes her first level in a new thinker class – once made, this choice is permanent.
« Last Edit: November 10, 2018, 06:08:16 AM by TheGeometer »
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Offline TheGeometer

  • Sr. Member
  • ***
  • Posts: 291
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #1 on: November 04, 2018, 07:28:14 PM »
THE CREATIVE


"Ooh, I just had the most wonderful idea!"
-Meli, a Creative, shortly before frying ten hobgoblins with a bolt of lightning

Creatives are free-thinking, with a style that’s unrestrained and grows increasingly fast-paced and chaotic throughout an encounter. Their minds are constantly in flux, giving rise both to ingenious works of art and to a complexity in combat that mystifies even other thinkers.

MAKING A CREATIVE

Abilities: Creatives’ idea DC’s are based on their Charisma Modifier. As always, Dexterity and Constitution are vital defensive abilities.
Races: Most every race has a creative spark among its members. The versatility of humans in particular makes them well-suited for this class.
Alignment: Any non-lawful.
Starting Gold: As Bard
Starting Age: As Bard
   
Class Skills
The Creative’s class skills are Appraise, Bluff, Concentration, Craft, Decipher Script, Disguise, Diplomacy, Forgery, Knowledge (all skills, taken individually), Listen, Perform, Profession, Spellcraft, Spot, and Use Magic Device.
Skill Points at 1st Level: (6 + int) x 4
Skill Points at Each Additional Level: 6 + int

Table: The CreativeHD: d6


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12


Special                                 
Inspired (1/day)
Imaginary Friend I
Artistry
Fresh Ideas (Cha/2/day)
Imaginary Friend II
On My Mind (1/day)
Inspired (2/day)
Imaginary Friend III
Create Object
Fresh Ideas (Cha/day)
Imaginary Friend IV
Inspired (3/day)
On My Mind (2/day)
Imaginary Friend V
Masterpiece
Fresh Ideas (Unlimited)

Hand
Size
3
3
3
3
4
4
4
4
5
5
5
5
6
6
6
6
7
7
7
7
IP /
Idea
Limit
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
Deck Composition
 
1st2nd3rd4th5th6th
6
8
10
104
106
118
1183
1185
1297
12973
12975
131087
1310873
1310875
1411987
14119872
14119874
151210986
151210986
151210986
Ideas Known
 
1st2nd3rd4th5th6th
2
3
4
42
43
44
542
543
544
5542
6543
6544
65542
66543
76544
765542
766543
776544
876554
876654


Weapon and Armor Proficiencies: Creatives are proficient with all simple weapons, the heavy pick, whip, bolas, and net, and with light armor and light shields.

Ideas: At every level, the Creative learns one or more new ideas as given in the Ideas Known section of the table above, and can use between 0 and 4 of each to create the deck composition that corresponds to her level (also given above). She may choose lower-level ideas whenever she would be allowed higher-level ones, both when learning new ideas known and when building her deck. However, the maximum of 4 copies of any given idea still holds. At 4th level and every 4 levels afterward, she may exchange one idea known for another idea of her choice of that level or lower. The DC for her ideas is 10 + the idea's level + her Charisma modifier.

Inspired: Even if an idea isn't useful in the moment, the Creative can at least gain insight from it. As a free action, she may discard an idea in her hand and gain +1 IP for that turn. This ability is usable once per day at 1st level, and at 8th and 15th level, she gains an additional use per day. It cannot be used more than once per round.

Imaginary Friend: At 2nd level, the Creative gains the aid of a loyal companion, an imaginary friend. An imaginary friend is transparent, lacking color altogether, so it cannot be seen even with effects such as See Invisibility or True Seeing. It does have a physical form, however, so Blindsense, Blindsight, and Tremorsense can locate it. The Creative always knows where her friend is, though she can't see it herself without one of these special vision modes. She can, however, hear it. To her ears, it can speak intelligibly in any language that she can understand, and it can understand her in return. No other characters, regardless of any special senses, can hear the imaginary friend speak.

As the Creative's imagination becomes more powerful, her friend can take on a variety of forms. Regardless of the form, its unseen nature generally grants it a 50% miss chance against enemy attacks. It can share the effects of the Creative's ideas as the Share Spells feature of a familiar. Its skill ranks, mental ability scores, and maximum HP are all half of the Creative's, and its saving throws and effective HD (for effects that depend on HD) are the same as the Creative's. It does not gain feats except as described below. Whenever the Creative has the ability to gain a new friend, she may select either the form made available to her most recently or any of the forms detailed at lower levels. A new imaginary friend can be created either when an old one dies or when the Creative dismisses it, but either way, the process requires 24 uninterrupted hours of concentration.

Initially, the friend is Small-sized, with only a vaguely-humanoid shape. It has Strength and Dexterity scores of 8 and a movement rate of 20 feet. It cannot attack in any way, but can carry objects and make skill checks.

At level 6, the Creative's imaginary friend becomes more developed, taking the form of a Medium-sized humanoid. It has Strength and Dexterity scores of 16, a movement rate of 30, and a BAB equal to the Creative's HD, and may be equipped with a transparent weapon that the Creative imagines into existence with a full minute of intense focus. The weapon can be of any type, including double weapons, exotic weapons, or ranged weapons, and the friend is considered proficient with any weapon created for it. The weapon vanishes if it is ever separated from the imaginary friend for whom it was created. Conversely, while the imaginary friend can pick up and use other weapons, it takes non-proficiency penalties with them, even if it is simultaneously proficient with a duplicate weapon created for it.

By level 10, the imaginary friend begins to seem decidedly non-humanoid. It grows to Large size, its Strength and Dexterity scores improve to 24, its movement rate increases to 40, and it gains two claw attacks and a bite attack typical for its size (1d4 and 1d8 at Large size, respectively). It is able to use all three on a full-attack, and gains the Multiattack feat. Finally, should anyone touch it or attack it, they would notice that it is now protected by scales, or perhaps some kind of chitin. This provides it a +6 natural armor bonus to AC.

At level 14, the Creative's imagination spreads out of control. Her imaginary friend becomes Huge, its Strength and Dexterity scores increase to 32, and its movement rate reaches 50 feet. Its natural armor becomes more durable, instead granting it a +10 natural armor bonus to AC, and now also resulting in DR 5/-. More shockingly, it has developed a pair of wings that, while as transparent as the rest of its body, have a leathery texture and move noisily with poor maneuverability, also at 50 feet.

At level 18, the full, monstrous form that the Creative had brought into being is revealed. The imaginary friend is now Gargantuan, with Strength and Dexterity scores of 40  and a base land speed of 60 feet. Its flight now has good maneuverability and a speed of 90 feet, its armor bonus is +15, and its damage reduction rises to 10/-. It gains 4 tentacles which erupt from its back, each with a base damage of 1d8. It uses all of them as secondary weapons whenever it makes a full attack.

Artistry: Though a Creative's skills truly shine on the battlefield, few can compare when it comes to the mundane arts such as painting and music. At level 3, she gains a +2 bonus to Craft checks, Perform checks, and Profession checks which involve creativity such as Profession (Writer).

Fresh Ideas: The Creative benefits from constantly trying to look at things from other perspectives and fill her mind with different combinations of ideas. As a free action, usable a number of times per day equal to her Charisma modifier divided by 2 (rounded down), a Creative of 4th level or higher may shuffle her discard pile into her deck. This ability is usable even when she currently has no discard pile or no deck, and is available at any time on her turn, including just before she draws a new hand. At 12th level, she may use this ability a number of times per day equal to her full Charisma modifier, and at 20th level, there is no limit to the number of times per day that she can use it.

On My Mind: Sometimes an idea just gets stuck in the Creative's head, and she can conjure it to mind more quickly. Starting at 7th level, the Creative can select one of her ideas known at the beginning of the day. Once that day when she expresses it, the expressing time is one step shorter. A full-round action becomes a standard action, a standard becomes a move, a move becomes a swift, and a swift action becomes a free action. At level 16, she can use this ability twice per day, though both uses must be of the same idea.

Create Object: By level 11, the Creative has become adept at imagining objects so clearly that they become physical. Three times per day, she may create a single, nonliving, nonmagical object of volume up to 1 cubic foot per class level whose value does not exceed 1000 gp. The object vanishes after 1 hour per class level, and can't be used as a material component or focus for a spell. Particularly complicated objects may require a Craft check (see the spell Fabricate).

Masterpiece: The 19th-level Creative’s artistic mind is unparalleled. Up to once after any given encounter, and no more than once per day, she becomes inspired to create a world-class work of visual art, music, poetry, etc. It takes 6 hours to complete. The art serves no practical purpose, but can be sold for 20,000 gp. This ability does not function if the Creative seeks out encounters specifically for the purpose of making art to sell; truly valuable works of art cannot be forced.


IDEA LIST

Ideas written in blue are expressed as free actions and cost 0 IP unless stated otherwise. All other ideas are assumed to be expressed as move actions for a cost of 1 IP unless stated otherwise. Ideas which can be augmented by spending additional IP to express them are listed with an A symbol.

(click to show/hide)
« Last Edit: November 10, 2018, 09:32:13 AM by TheGeometer »
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Offline TheGeometer

  • Sr. Member
  • ***
  • Posts: 291
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #2 on: November 04, 2018, 07:30:03 PM »
THE PHILOSOPHER


"Embrace your hypocrisy, as I always say. Yes, I always say that, my boy, but I never act on it."
- Yove the Philosopher, unprompted, to a complete stranger

Philosophers concern themselves only with the largest questions, of meaning and place in an unfathomable world, of life and matter and thoughts themselves. Such is the scope of their ideas that they can extend beyond their minds and manipulate their surroundings. Their dedication to making their arguments unassailable manifests as an incredibly focused and powerful school of Thought Magic.

MAKING A PHILOSOPHER

Abilities: Philosophers’ idea DC’s are based on their Wisdom Modifier. As always, Dexterity and Constitution are vital defensive abilities.
Races: Long-lived races such as elves are well-suited to their long periods of study and contemplation, but races naturally gifted with Wisdom, like aasimars, will find that they have a particular knack for the philosopher's way of thinking.
Alignment: Any non-chaotic
Starting Gold: As Wizard
Starting Age: As Wizard
   
Class Skills
The Philosopher’s class skills are Concentration, Craft, Decipher Script, Diplomacy, Knowledge (all skills, taken individually), Listen, Profession, Sense Motive, Spellcraft, and Spot.
Skill Points at 1st Level: (2 + int) x 4
Skill Points at Each Additional Level: 2 + int

Table: The PhilosopherHD: d6


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12


Special                                 
Lore
Active Mind (Sleep)
Rebuttal
Bonus Feat
Personal Philosophy
Higher-Level Thinking
Active Mind (Fascinate)
Bonus Feat
Forceful Rebuttal
Personal Philosophy
Active Mind (Daze)
Seminal Work
Bonus Feat
Personal Philosophy
Insightful Rebuttal
Philosopher's Stone

Hand
Size
3
3
3
3
4
4
4
4
5
5
5
5
6
6
6
6
7
7
7
7
IP /
Idea
Limit
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
Deck Composition
 
1st2nd3rd4th5th6th
6
8
10
104
106
118
1183
1185
1297
12973
12975
131087
1310873
1310875
1411987
14119872
14119874
151210986
151210986
151210986


Weapon and Armor Proficiencies: Philosophers are not proficient with any weapons, armor, or shields.

Ideas: A Philosopher's knowledge is so extensive that she does not need to learn new ideas at each level. Rather, all ideas on her class list are considered known to her. She is still limited to using only combinations of ideas that fulfill her deck composition requirements, shown by level in the table above. She may fill higher-level slots in her deck composition with lower-level ideas, and may have up to 4 copies of any given idea in use at a time. The DC for her ideas is 10 + the idea's level + her Wisdom modifier.

Lore: All philosophers are well-read, and those which can be found in adventuring parties are typically well-traveled, too. This gives them a wide array of knowledge that they've picked up over time and can tap into should the need arise. Treat this as the Bardic Knowledge class feature, except that the Philosopher applies her Wisdom modifier to the check rather than her Intelligence modifier.

Active Mind: The Philosopher's mind is always pondering new ideas, making it unusually difficult to slow or distract her thinking. At level 2, this grants the Philosopher immunity to Sleep effects (though she still requires rest to avoid fatigue and replenish her ideas). At level 8, she becomes immune to the Fascinated condition, and at level 14, she can no longer become Dazed.

Rebuttal: Starting at 3rd level, the Philosopher can use the magical essence of argumentation itself to debate her enemies' spells into nonexistence. Whenever an enemy uses a spell or spell-like ability, she may spend an immediate action and discard some number of random ideas from her hand (she shuffles her hand without looking at it, then discards a number of cards of her choice from the top of the stack). If the level of the effect is less than twice the number of ideas discarded, it is negated, as though it had been counterspelled. For instance, discarding 2 ideas would be sufficient to counter Fireball, but not Solid Fog. She may make a Spellcraft check as part of this action to identify the spell she is attempting to rebut and offer some clues as to how many ideas will need to be deployed in her argument.

At level 11, the Philosopher's arguments become so forceful that they physically impact against their targets. Whenever she successfully rebuts an opponent's spell or spell-like ability, that opponent takes 1d6 force damage per level of the spell countered.

At level 19, the arguments are so brilliant that they inspire even the Philosopher as she says them. She gains +3 IP during the turn after she executes a successful rebuttal.

Bonus Feat: The Philosopher gains a bonus feat at level 4 and every 6 levels afterward. She may choose any [Thought] feat or the [General] feat Magical Intuition (both described below).

Personal Philosophy: By level 6, the Philosopher moves beyond an understanding of how other minds before her described the world, creating her own notions of reality different from her fellow Philosophers. At this level, and every 6 levels afterward, she may choose an idea on another class' idea list and add it to her own. This idea may be of any level, even one that she cannot currently express. However, she may not choose any idea whose name contains the name of another thinker class, such as Creative Process or Strategist's Grenade.

Higher-Level Thinking: At level 7, the Philosopher's ideas become so profound that they are noticeably more powerful than other thinkers'. The DC of all of her ideas increases by 1, and her expresser level is treated as 2 higher for the purpose of expresser level checks, such as dispel checks or spell resistance checks.

Seminal Work: At level 15, the Philosopher creates her life's work, the theory for which she will be known to future scholars; this takes the form of a slight embellishment on an idea that countless other Philosophers before her have expressed. She chooses an idea on her class list of level no lower than 2 and no higher than 5 which cannot have been gained from her Personal Philosophy class feature. Once chosen, this idea cannot be changed. For the purposes of composing her deck, she treats that idea as being one level lower than it would be normally. For instance, if she chooses Chilling Thought, she would treat it as a level 1 idea when building her deck, but it would still have the DC of her level 2 ideas when she expresses it.

Philosopher's Stone: At 20th level, the Philosopher deduces the greatest secret known to her class: the method for the creation of a Philosopher's Stone. She may make use of the stone's properties despite not being an arcane spellcaster, though she still needs to procure a cure potion should she wish to make an oil of life. Making the artifact requires only a small stone to serve as its base, ritualistic components worth a mere 100 gp, and a single week to weave the magic into place.

As with all Philosophers before her, she realizes that if the simplicity of the stone's enchantment were revealed, it would upend all of society, so she forbids herself from sharing the secret or bringing a stone into existence while another of her created stones' magic is unspent. So strong is her conviction that no effect, mundane or magical, can cause her to disobey these restrictions. It is due to the unimpeachable wisdom of each generation of great Philosophers that the secret has been kept to this day.


IDEA LIST

Ideas written in blue are expressed as free actions and cost 0 IP unless stated otherwise. All other ideas are assumed to be expressed as move actions for a cost of 1 IP unless stated otherwise. Ideas which can be augmented by spending additional IP to express them are listed with an A symbol.

(click to show/hide)
« Last Edit: November 10, 2018, 09:30:41 AM by TheGeometer »
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Offline TheGeometer

  • Sr. Member
  • ***
  • Posts: 291
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #3 on: November 04, 2018, 07:30:23 PM »
THE STRATEGIST


"Captain, if the enemy underestimates our position as much as you, then I daresay we'll have the camp by dinner!"
-Beltham the Brain, a Strategist, to the captain of the platoon he'd been sent to aid

Wizards may be scholarly, Warblades may be cunning with a blade, but nobody can match the Strategist when it comes to clever warfare. A Strategist's mind cycles quickly without end through ideas of how to control the battlefield and everyone on it. Typically, she'll stay off to the side, out of harm's way, but regardless of where she is, regardless of who wins and who surrenders, combat that involves a Strategist is forced to play by her rules.

MAKING A STRATEGIST

Abilities: Strategists’ idea DC’s are based on their Intelligence Modifier. As always, Dexterity and Constitution are vital defensive abilities.
Races: Strategists are well suited to open warfare or races that can socialize well enough to form a functional squadron. This includes organized and clever races like elves and humans, as well as creatures adept at fighting en masse like kobolds or halflings.
Alignment: Any
Starting Gold: As Wizard
Starting Age: As Wizard
   
Class Skills
The Strategist’s class skills are Bluff, Concentration, Craft, Diplomacy, Gather Information, Hide, Intimidate, Knowledge (all skills, taken individually), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Spellcraft, Spot, and Use Magic Device.
Skill Points at 1st Level: (4 + int) x 4
Skill Points at Each Additional Level: 4 + int

Table: The StrategistHD: d6


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12


Special                                 
Tried and True
Battle Clarity
Know Thine Enemy
Element of Surprise
Tried and True
Siege Engine Experience
Cunning Tenacity
Lethal Option
Tried and True
Nonlethal Option
Mental Temerity
Siege Engine Mastery
Tried and True
Saw it Coming
Ward Battlefield
Siegebreaker

Hand
Size
3
3
3
3
4
4
4
4
5
5
5
5
6
6
6
6
7
7
7
7
IP /
Idea
Limit
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
Deck Composition
 
1st2nd3rd4th5th6th
6
8
10
104
106
118
1183
1185
1297
12973
12975
131087
1310873
1310875
1411987
14119872
14119874
151210986
151210986
151210986
Ideas Known
 
1st2nd3rd4th5th6th
2
3
4
42
43
44
542
543
544
5542
6543
6544
65542
66543
76544
765542
766543
776544
876554
876654


Weapon and Armor Proficiencies: Strategists are proficient with simple weapons, with the longsword, warhammer, longbow, and net, and with light and medium armor and shields.

Ideas: At every level, the Strategist learns one or more new ideas as given in the Ideas Known section of the table above, and can use between 0 and 4 of each to create the deck composition that corresponds to her level (also given above). She may choose lower-level ideas whenever she would be allowed higher-level ones, both when learning new ideas known and when building her deck. However, the maximum of 4 copies of any given idea still holds. At 4th level and every 4 levels afterward, she may exchange one idea known for another idea of her choice of that level or lower. The DC for her ideas is 10 + the idea's level + her Intelligence modifier.

Tried and True: While the Strategist generally likes to adapt to the circumstances of each battle, some techniques work too well not to keep up her sleeves for every occasion. At 1st level and every 5 levels afterward, she selects an idea on her list of ideas known (which may be one that she already chose for this feature). Once per encounter per time chosen, she may treat an idea in her hand of equal or greater level as that idea.

Battle Clarity: The 2nd-level Strategist can use her wits to keep herself out of danger. She adds her Intelligence modifier or her class level, whichever is lower, to her Reflex saves.

Know Thine Enemy: At 3rd level, the Strategist gains a +2 bonus to Knowledge checks made to identify enemy monsters and Spellcraft checks made to identify enemy spells and spell-like effects.

Element of Surprise: The 4th-level Strategist knows how best to seize the advantage of striking first. Whenever she is able to act in the surprise round, she may take any actions that would be available to her in a normal round (normally, a character acting in a surprise round is restricted to a single move or standard action).

Siege Engine Experience: Siege Engines are a vital component of many armies, and so the Strategist familiarizes herself with them in order to better incorporate them into her battle plans. She gains Siege Engine Experience (described below) as a bonus feat at level 7, even if she does not meet the prerequisites. If she already has the feat, she can take any other feat for which she meets the prerequisites instead.

Cunning Tenacity: At level 8, the Strategist's understanding of battlefield dangers like poison and death effects helps her body physically withstand them better. She adds her Intelligence modifier or her class level, whichever is lower, to Fortitude saves.

Lethal Option: Sometimes in war, there can be no prisoners. Starting at level 10, allies within Medium range of the Strategist (including the Strategist herself) can make coup de grace attacks as standard actions (normally, it takes a full-round action to make a coup de grace).

Nonlethal Option: Sometimes in war, the enemy needs to be taken alive. Starting at level 12, allies within Medium range of the Strategist (including the Strategist herself) can choose to deal nonlethal damage with a coup de grace. If they choose this option, and succeed on their attack roll (incurring the -4 penalty for attacking nonlethally as normal), all damage dealt in the ensuing critical hit is nonlethal. In addition, if the target fails its Fortitude save, rather than dying, it instead falls unconscious and immediately stabilizes with its HP at -1.

Mental Temerity: The 14th-level Strategist's intelligence provides her with resolve in the face of mental attacks. She adds her Intelligence modifier or her class level, whichever is lower, to Will saves.

Siege Engine Mastery: At level 15, the Strategist gains Siege Engine Mastery (described below) as a bonus feat, even if she does not meet the prerequisites. If she already has the feat, she may take any other feat for which she meets the prerequisites instead.

Saw it Coming: By level 18, the Strategist knows every trick in the book; nothing surprises her anymore. She always acts during the surprise round, rolling initiative as normal, even if only the enemy side has the surprise advantage. This does not necessarily guarantee that she will be able to accomplish anything; for instance, if someone sneaks up on her while she is sleeping, if she wins initiative before the attack and does not manage to awaken, she will spend that round continuing to sleep. However, if the enemy wins initiative and attacks her, then assuming she survives, she would wake up and be able to counterattack within that surprise round.

Ward Battlefield: The level-19 Strategist can instantly imagine magical defenses into being in order to hold their position. Once per day, she may produce the effects of a Guards and Wards spell cast at her expresser level as a spell-like ability (as with all spell-like abilities, this takes a standard action, despite the fact that the spell ordinarily takes 30 minutes to cast). However, this version of the spell is less strict when it comes to where the aspects of the spell can be placed. The fog, Web, Dancing Lights, Gust of Wind, Magic Mouth, Suggestion, and Stinking Cloud effects can be placed anywhere, not just in corridors, though no square can contain more than two of these effects in it. In addition, the confusion effect can be placed on any intersection, not necessarily indoors (though the paths must be clearly delineated, such as a fork in a road; a tree that can be passed either to the right or to the left is not a sufficiently universal intersection). The DC for any effect produced by this class feature is 16 + the Strategist's Intelligence modifier.

Siegebreaker: At level 20, the Strategist learns of a powerful technique capable of changing the tide of battles and singlehandedly breaking sieges. She may indicate a location within 1 mile to be affected by an extreme version of the Repulsion effect. Its area can be of any radius up to 10 miles, and rather than being indiscriminate, it only applies to creatures the Strategist indicates, as though setting the trigger for a Glyph of Warding. Any applicable creature already within the warded area must make a Will save (DC 19 + the Strategist's Intelligence modifier) or be forced to leave the area as quickly as it is able without expending limited resources (i.e., an army will run, but if it has siege weapons within the area, it will not abandon them, even though recovering them would slow it down). Creatures outside the warded area must succeed on the Will save or be unable to enter for 24 hours.

This effect lasts 1 day per class level, with each day requiring a new saving throw for creatures wishing to enter the area and creatures already within it. The Strategist may end it at any time as a free action. If the Strategist dies or moves more than 1 mile from the warded area, the effect ends automatically. The Strategist must wait at least 1 week after the end of one use of this effect to use it again.

IDEA LIST

Ideas written in blue are expressed as free actions and cost 0 IP unless stated otherwise. All other ideas are assumed to be expressed as move actions for a cost of 1 IP unless stated otherwise. Ideas which can be augmented by spending additional IP to express them are listed with an A symbol.

(click to show/hide)
« Last Edit: November 10, 2018, 10:19:47 AM by TheGeometer »
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Offline TheGeometer

  • Sr. Member
  • ***
  • Posts: 291
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #4 on: November 04, 2018, 07:30:48 PM »
Reserved for the detailed idea list
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Offline TheGeometer

  • Sr. Member
  • ***
  • Posts: 291
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #5 on: November 04, 2018, 07:31:39 PM »
Reserved for Idea Feats
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Offline TheGeometer

  • Sr. Member
  • ***
  • Posts: 291
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #6 on: November 04, 2018, 07:32:37 PM »
Reserved just in case I feel like doing more with this, so I can link to external threads here
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Offline TheGeometer

  • Sr. Member
  • ***
  • Posts: 291
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #7 on: November 04, 2018, 07:41:06 PM »
Alright, that should be enough reserved posts. Comment away!

This is an idea (no pun intended) that I've had for a while now, probably my consistent favorite out of all the ones I came up with for my old doomed project. All the classes and ideas and feats are already planned out - I just have to get around to posting them. I know it might seem convoluted at first, but I don't think that labeling the spell-likes with respect to a deck of cards is much more complicated than keeping track of spell slots or maneuvers once you get used to it. I could be wrong of course. I'm more concerned about balance, since it's hard to know just how strong to make these effects when there's a tradeoff of not knowing which you'll be able to use, and sometimes not being able to use any of them (and sometimes being able to use 2 of them in a single round). My current DM doesn't allow homebrew, but if anyone thinks the system seems interesting and can playtest once I've posted it all, by all means let me know.
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Online Nanshork

  • Homebrew Reviewer
  • Epic Member
  • ****
  • Posts: 11320
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #8 on: November 04, 2018, 08:23:28 PM »
You could call them Insight Points or Intuition Points if you want to avoid reusing the name of an existing mechanic.

Other than that I think the rules look okay (although I have no idea how I would play one in a PbP game).  I'll look over the class when I have some more time.

Offline TheGeometer

  • Sr. Member
  • ***
  • Posts: 291
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #9 on: November 08, 2018, 08:29:02 PM »
Alright, that took longer than I expected.

I added a section about ideas outside of combat to the introduction, changed Inspiration Points to Insight Points (thanks, Nanshork!) and added the Philosopher. Strategist will be coming in the next few days.
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Online Nanshork

  • Homebrew Reviewer
  • Epic Member
  • ****
  • Posts: 11320
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #10 on: November 08, 2018, 09:04:51 PM »
You're welcome! There's a reason that I'm the site's official homebrew reviewer.  :p

Fyi my phone hates your tables made up of multiple tables, even when I look at the desktop site.

Offline TheGeometer

  • Sr. Member
  • ***
  • Posts: 291
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #11 on: November 09, 2018, 06:42:06 AM »
Yeah, I figured vertical tables would be the way to go, since some of these classes had the huge "Ideas Known" statblock and others didn't. After I saw your post, I went back and looked through the post templates thread to see what I could do to make the tables nicer. I ended up fixing a bunch of issues, and now they look way more crisp and clean.

...probably still won't work on mobile, though.  :p
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Offline SorO_Lost

  • DnD Handbook Writer
  • ****
  • Posts: 7060
  • I'll kill you before you're born.
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #12 on: November 09, 2018, 08:18:04 AM »
...probably still won't work on mobile, though.  :p
It doesn't but it looks great on a computer. Nice improvement.
Would you die if you jumped from my perceived ego to your IQ? - Is 15secs of confirmation bias a goal post worth arguing for? - Ever asked a "victim" what they did to deserve it? - Are the words teen, SJW, & liberal synonyms? - "Only Sith deals in absolutes" contains a misspelled word.

Online Nanshork

  • Homebrew Reviewer
  • Epic Member
  • ****
  • Posts: 11320
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #13 on: November 09, 2018, 09:54:03 PM »
Well, they're better on mobile.

I agree, they're a lot nicer on my computer.

Offline TheGeometer

  • Sr. Member
  • ***
  • Posts: 291
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #14 on: November 10, 2018, 09:18:02 AM »
Strategist is up. Feats will be coming up soon (for now, you get the gist. Philosopher can make ideas better in various ways, Strategist lets allies use siege weapons better). The detailed idea descriptions are saved for last, because they'll take by far the longest and they're not too necessary to evaluate the main ideas or the balance.

So... can we talk about something other than the tables now?
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done