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(Almost complete remake of the arcane adept with the main concept intact)
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Starting equipment: 3d8x10 gold pieces.
 
Starting equipment: 3d8x10 gold pieces.
   
==Spells==
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==Spell Points==
The Arcane Adept receives a number of spell points per day, with which he can cast spells with. He receives spell points equal to his caster level x (his caster level int modifier)/2 (always round up) until he reaches 11th level, then he receives his caster level x (his caster level + int modifier). The Arcane adept meditates for an hour per 24 hours to regain these spell points. Unused spell points are carried over to the next day. The Arcane adept can have a number of spell points stored equal to the number they generate per day times 7. Spell points stop building until they can gain a full days number of spell points. <br/>
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The Arcane Adept receives a number of spell points per day, with which he can cast spells with. The arcane adept always starts with three (even at level zero if that is the only level). At first level they gain enough points to cast a level 1 spell. Every other level after that, they gain enough points to cast another spell of one level higher. On all even levels, they gain as many points as they gained the previous level. the exampel is below.. You have half your level* your int bonus (round up) in extra spell points. You recalculate these extra points every level. Only base intelligence is used.
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<br/>1st 5sp..... 2nd 7sp<br/>
Here are some examples of spell points gained back per day with a 16 intelligence. This will be without the character placing the ability points in intelligence. (sp = Spell points per day)<br/>
 
1st 2sp..... 2nd 5sp<br/>
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3rd 11sp..... 4th 15sp<br/>
3rd 9sp..... 4th 14sp<br/>
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5th 22sp.... 6th 29sp<br/>
5th 20sp.... 6th 27sp<br/>
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7th 40sp.... 8th 51sp<br/>
7th 35sp.... 8th 44sp<br/>
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9th 67sp.... 10th 83sp<br/>
9th 54sp.... 10th 130sp<br/>
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11th 105sp.. 12th 127sp<br/>
11th 154sp.. 12th 180sp<br/>
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13th 156sp.. 14th 185sp<br/>
13th 208sp.. 14th 238sp<br/>
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15th 222sp.. 16th 259sp<br/>
15th 270sp.. 16th 304sp<br/>
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17th 305sp.. 18th 351sp<br/>
17th 340sp.. 18th 378sp<br/>
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19th 407sp.. 20th 463sp<br/><br/>
19th 418sp.. 20th 460sp<br/>
 
   
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Up to your caster level times your intelligence modifier of unused spell points are carried over to the next day. The Arcane adept can have a number of spell points stored equal to the number they can store per day times your int bonus+1, to a maximum of 7.All points that carry over are automatically deducted. The arcane adept must get rest as normal, and meditate for an hour to add the spell points for the day.
Instead of learning spells per level, the arcane adept must make a spellcraft check the first time the character uses any particular spell. The DC for each check is 15+the spells level + the minimum caster level for the spell + the number of levels the character would need for a wizard of the same level to cast the spell. If they are to miss the check, they cannot make the check again till they have gained at least one more rank in spellcraft, or you can spend a weeks worth of spell points for your level to retry all previous failed attempts. If they should succeed, then they add the spell to their Arcane focus(see below). Note: Metamagic feats can be added to a spell. Each time that is done, a new spellcraft check must be made, and the spell is treated as the higher level for the purpose of learning it, and being able to cast it in the future without error.
 
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<br/>
   
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==Spells==
The cost in spell points of a spell is as follows:
 
 
Instead of learning spells per level, the arcane adept must make a spellcraft check To create a channel in an arcane focus(and cast the spell at the same time), or through there arcane nexus to create the spells effect. The character trying to cast the spell must also have an intelligence equal to the spells level + 10. Thus casting a level 1 spell takes 11 int, and a level 9 spell requires 19 int. The DC for each check is 10+the spells level + the minimum caster level for the spell+ the number of levels the character would need for a wizard of the same level to cast the spell. This is the check while not in a hazardous situation. You add +5 to the DC while in a “hazardous” situation. If they are to miss the check, they cannot make the check again till they have gained a level, or you can spend your maximum spell points reserve for your level to retry all previous failed attempts. Of the caster fails by more than 10, then they make a fortitude save of the roll on spellcraft. If they fail that, then the spell points lost turn into raw magic damage to the caster. A 1 is a fail no matter what your spellcraft is, but doesn’t necessarily incur the fortitude save. If they should succeed, then they add the spell to their Arcane focus(see Last page). Note: Metamagic feats can be added to a spell. Each time that is done, a new Channel must be created, and the spell is treated as the higher level for the purpose of Creating the new channel in the Arcane focus for the new spell cast in the future.
   
Take ''n'' to be the level of the spell.
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Take n to be the level of the spell.
The cost = 2 to the power n.
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<br/>The cost = n + the previous spell levels cost. <br/>
 
i.e. A 0th level spell costs 1 SP, a first level spell costs 2 SP 2nd =4 SP, 3rd = 7 SP, etc. A 9th level spell costs 46 SP.
   
i.e. A 1st level spell costs 2 SP, a 2nd level spell costs 4 SP, etc. A 0th level spell thus costs 1 SP. A 9th level spell costs 512 SP.
 
   
 
==Arcane focus==
 
==Arcane focus==
   
An Arcane Adept Doesn’t use a Spell book like a Wizard. They also don’t lock it into their brain like the sorcerer. They infuse the energy into a focus, and then release it. The focus could be anything from a copper ring (low spell capacity) to a diamond tipped staff (high spell capacity). The spell capacity is determined by the quality of the item, size of the item, and the Rarity of the gem encrusted in it. The gem isn’t necessary, but provides the biggest boost.
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An Arcane Adept Doesn’t use a Spellbook like a Wizard. They also don’t lock it into their brain like the sorcerer. They create a channel in which to send their energy through. The nature of this channel determines the effect. This channel can be a temporary one, allowing for the casting of the spell once with a successful spellcraft check. This channel can also be put through an Arcane Focus. The arcane focus holds the channel for future use. Due to the nature of this channel, no other activated magic besides other Channels can reside in the item. An arcane focus counts as a weapon, and must be treated as such, if it is a 2 handed weapon being used as a focus, then it requires 2 hands. Wands require 1 hand. Tiny focuses don’t take up weapon slots. Max 1 per finger, and/or limb. Wands and rings can be used in conjunction.<br/>
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<br/>
 
 
There are three things that determine what the arcane focuses capacities are. First is the quality of the item. Poor = 2nd level spells. Average = 3rd level spells. Good = 4th level spells. Masterworked = 5th level spells. The size of the item really determines the capacity of the Arcane focus. Tiny(like a ring) = 2 spell levels(2 first level, or 1 second level). Small (like a wand) = 5 spell levels(1 Fifth, or 2 second and 1 first, or any other combination.) Medium(staff) = 10 spell levels. Last is the most important. The gem encrusted in the item adds to both max spell level, and maximum capacity. Here are a couple of examples. Low grade Amber (+1 to level of spells. +2 spell levels). Average Sapphire (+3 spell level. +6 spell capacity). High quality diamond (+7 Spell level. +14 Spell Capacity). A gem isn’t necessary for an arcane focus, but they do help.
 
There are three things that determine what the arcane focuses capacities are. First is the quality of the item. Poor = 2nd level spells. Average = 3rd level spells. Good = 4th level spells. Masterworked = 5th level spells. The size of the item really determines the capacity of the Arcane focus. Tiny(like a ring) = 2 spell levels(2 first level, or 1 second level). Small (like a wand) = 5 spell levels(1 Fifth, or 2 second and 1 first, or any other combination.) Medium(staff) = 10 spell levels. Last is the most important. The gem encrusted in the item adds to both max spell level, and maximum capacity. Here are a couple of examples. Low grade Amber (+1 to level of spells. +2 spell levels). Average Sapphire (+3 spell level. +6 spell capacity). High quality diamond (+7 Spell level. +14 Spell Capacity). A gem isn’t necessary for an arcane focus, but they do help.
   
   
==Familiar==
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==Arcane Nexus (Familiar)==
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The Arcane Adept may obtain an Arcane nexus, in the same manner as a Sorcerer or Wizard might gain a familiar. All the same abilities except that the arcane nexus can act as a temporary focus for 2+your int modifier spells. Each uses is counted, and any level of spell can be used. You still must create a channel with a successful spellcraft check in order to cast it. Each failed attempt does count towards the day’s total. The Arcane Nexus can be any living creature that meats the requirements of a familiar. All feats that benefit a familiar can benefit an arcane nexus.
At the cost of 100gp, the Arcane Adept may obtain a familiar, in the same manner as a Sorcerer or Wizard might.
 
   
 
==Thanks==
 
==Thanks==

Revision as of 19:52, 21 November 2008

The Arcane Adept is a New spellcasting class that uses innate magic like the sorcerer, but must learn the techniques of each new spell. He has also learned how to concentrate magical energy over time, rather than focusing it each day.

HD: d4
Attacks: 1/2 of level.
Saves: Good Will save, Poor Fort/Ref.
Skill points: 4+Int mod per level.
Class skills: Concentrate, Craft, Knowledge (all), Profession, Spellcraft.
Proficiency: Simple weapons (except darts, javelins, maces, morningstar and longspear), no armour or shields.

Starting equipment: 3d8x10 gold pieces.

Spell Points

The Arcane Adept receives a number of spell points per day, with which he can cast spells with. The arcane adept always starts with three (even at level zero if that is the only level). At first level they gain enough points to cast a level 1 spell. Every other level after that, they gain enough points to cast another spell of one level higher. On all even levels, they gain as many points as they gained the previous level. the exampel is below.. You have half your level* your int bonus (round up) in extra spell points. You recalculate these extra points every level. Only base intelligence is used.
1st 5sp..... 2nd 7sp
3rd 11sp..... 4th 15sp
5th 22sp.... 6th 29sp
7th 40sp.... 8th 51sp
9th 67sp.... 10th 83sp
11th 105sp.. 12th 127sp
13th 156sp.. 14th 185sp
15th 222sp.. 16th 259sp
17th 305sp.. 18th 351sp
19th 407sp.. 20th 463sp

Up to your caster level times your intelligence modifier of unused spell points are carried over to the next day. The Arcane adept can have a number of spell points stored equal to the number they can store per day times your int bonus+1, to a maximum of 7.All points that carry over are automatically deducted. The arcane adept must get rest as normal, and meditate for an hour to add the spell points for the day.

Spells

Instead of learning spells per level, the arcane adept must make a spellcraft check To create a channel in an arcane focus(and cast the spell at the same time), or through there arcane nexus to create the spells effect. The character trying to cast the spell must also have an intelligence equal to the spells level + 10. Thus casting a level 1 spell takes 11 int, and a level 9 spell requires 19 int. The DC for each check is 10+the spells level + the minimum caster level for the spell+ the number of levels the character would need for a wizard of the same level to cast the spell. This is the check while not in a hazardous situation. You add +5 to the DC while in a “hazardous” situation. If they are to miss the check, they cannot make the check again till they have gained a level, or you can spend your maximum spell points reserve for your level to retry all previous failed attempts. Of the caster fails by more than 10, then they make a fortitude save of the roll on spellcraft. If they fail that, then the spell points lost turn into raw magic damage to the caster. A 1 is a fail no matter what your spellcraft is, but doesn’t necessarily incur the fortitude save. If they should succeed, then they add the spell to their Arcane focus(see Last page). Note: Metamagic feats can be added to a spell. Each time that is done, a new Channel must be created, and the spell is treated as the higher level for the purpose of Creating the new channel in the Arcane focus for the new spell cast in the future.

Take n to be the level of the spell.
The cost = n + the previous spell levels cost.
i.e. A 0th level spell costs 1 SP, a first level spell costs 2 SP 2nd =4 SP, 3rd = 7 SP, etc. A 9th level spell costs 46 SP.


Arcane focus

An Arcane Adept Doesn’t use a Spellbook like a Wizard. They also don’t lock it into their brain like the sorcerer. They create a channel in which to send their energy through. The nature of this channel determines the effect. This channel can be a temporary one, allowing for the casting of the spell once with a successful spellcraft check. This channel can also be put through an Arcane Focus. The arcane focus holds the channel for future use. Due to the nature of this channel, no other activated magic besides other Channels can reside in the item. An arcane focus counts as a weapon, and must be treated as such, if it is a 2 handed weapon being used as a focus, then it requires 2 hands. Wands require 1 hand. Tiny focuses don’t take up weapon slots. Max 1 per finger, and/or limb. Wands and rings can be used in conjunction.

There are three things that determine what the arcane focuses capacities are. First is the quality of the item. Poor = 2nd level spells. Average = 3rd level spells. Good = 4th level spells. Masterworked = 5th level spells. The size of the item really determines the capacity of the Arcane focus. Tiny(like a ring) = 2 spell levels(2 first level, or 1 second level). Small (like a wand) = 5 spell levels(1 Fifth, or 2 second and 1 first, or any other combination.) Medium(staff) = 10 spell levels. Last is the most important. The gem encrusted in the item adds to both max spell level, and maximum capacity. Here are a couple of examples. Low grade Amber (+1 to level of spells. +2 spell levels). Average Sapphire (+3 spell level. +6 spell capacity). High quality diamond (+7 Spell level. +14 Spell Capacity). A gem isn’t necessary for an arcane focus, but they do help.


Arcane Nexus (Familiar)

The Arcane Adept may obtain an Arcane nexus, in the same manner as a Sorcerer or Wizard might gain a familiar. All the same abilities except that the arcane nexus can act as a temporary focus for 2+your int modifier spells. Each uses is counted, and any level of spell can be used. You still must create a channel with a successful spellcraft check in order to cast it. Each failed attempt does count towards the day’s total. The Arcane Nexus can be any living creature that meats the requirements of a familiar. All feats that benefit a familiar can benefit an arcane nexus.

Thanks

Thank you Radaghast for originaly creating the arcane adept. i used your idea for spell points to try to creat a more balanced base class. Thanks to all the people that helped me come up with new ideas that make this a new Arcane class, and not a copy of a wizard or Sorcerer with a few little tweeks.