Post by Torin on Feb 15, 2009 15:14:09 GMT
Time Bandit quasiclass
- Inspired by the movie „Time Bandits“by Terry Gilliam (1981) –
I really would like a wizard like quasi that uses DEX as prime stat. Here is a try. Comments and improvements are very welcome.
Yours Torin.
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Time Bandit
- The Time Bandit quasiclass combines the criminal resolve of the Rogue with the arcane might of the Wizard. They are using magic and Rogue skills to get as much loot as possible. They can be evil grave robbers, neutral treasure hunters or good archeologists. By counting Rogue levels as Wizard levels for the purposes of some spells, the normal downsides of taking so many non-caster levels are largely offset.
- To qualify for Time Bandit the character must have 10 levels of Wizard, 10 levels of Rogue, Spell Focus divination, and the improved evasion feat before level 21.
- Any light armor worn by the Time Bandit has its spell failure chance reduced to zero.
- Time Bandits receive the Luck of heroes and defensive roll feats for free.
- Time Bandits can cast the Bard’s Treasure Scent spell as a level 8 spell.
………………………………………………………………………………..
This document contains details of the Time Bandit quasiclass on Higher Ground.
Requirements
- To qualify for Time Bandit the character must 10 levels of Wizard, 10 levels of Rogue, specialized in spell school divination, and the improved evasion feat before level 21.
Free feats
- On achieving time Bandit status at level 20, the character is automatically given Luck of heroes and defensive roll feats for free.
Time Mastery
- A Time Bandit with a base DEX of 40 or more becomes immune to the spell "Time Stop".
- For every avoided Time Stop all saves are lowered by -3 for 10 minutes real time, cumulative!
Special Spells
- Gate: Teleports with unlimited range and can port between areas as long as they are not no-teleport (as cast with LSF Conjuration)
- Premonition: Works also with armor (like it does for the Bane Knight).
- Treasure Scent: Time Bandits can cast the Bard’s Treasure Scent spell as a level 8 spell.
- Time Stop: Is a powerful attack spell for the Time Bandit: It bends the time around the caster and inflicts 1d10 x CL to all enemies, half pos damage, half neg damage (Reflex halves the damage). All enemies must make a successful saving throw in WIL or be dazed for 1d4 rounds. Will and reflex DC’s are modified by +1 per 20 points in Lore. // Is this modification possible? Is this overpowered? Numbers?
HG Epic Spell
- Time Bandits may acquire the Divination arcane epic spell without 25 levels of Wizard.
Spells
- Spell DCs for certain spells (those listed below) are equal to 10 + spell level + (DEX modifierx9/10).
- Caster levels for those same spells are equal to Wizard level + Rogue level.
- For most spells, Caster Level and Spell Penetration are equal to Wizard Level + (Rogue Level/3) and using INT instead of DEX to calculate DC.
- Level 1: Identify, True strike, Expeditious retreat
- Level 2: See invisibility,..
- Level 3: Greater Magic Weapon , Keen, Clairaudience/Clairvoyance, Find traps
- Level 4: Remove blindness/deafness,
- Level 5: Feeblemind
- Level 6: Legend lore, True seeing, Tenser's Transfromation
- Level 7: Power word (stun)
- Level 8: Premonition, Treasure Scent
- Level 9: Power word (kill), Time Stop
// Maybe some other spells to add…
History:
- Changed level to "before level 21"
- Added Immunity to Time Stop with a base DEX of 40.
- Added: "For every avoided Time Stop all saves are lowered by -3 for 10 minutes real time, cumulative!"
- Inspired by the movie „Time Bandits“by Terry Gilliam (1981) –
I really would like a wizard like quasi that uses DEX as prime stat. Here is a try. Comments and improvements are very welcome.
Yours Torin.
………………………………………………………………………………..
Time Bandit
- The Time Bandit quasiclass combines the criminal resolve of the Rogue with the arcane might of the Wizard. They are using magic and Rogue skills to get as much loot as possible. They can be evil grave robbers, neutral treasure hunters or good archeologists. By counting Rogue levels as Wizard levels for the purposes of some spells, the normal downsides of taking so many non-caster levels are largely offset.
- To qualify for Time Bandit the character must have 10 levels of Wizard, 10 levels of Rogue, Spell Focus divination, and the improved evasion feat before level 21.
- Any light armor worn by the Time Bandit has its spell failure chance reduced to zero.
- Time Bandits receive the Luck of heroes and defensive roll feats for free.
- Time Bandits can cast the Bard’s Treasure Scent spell as a level 8 spell.
………………………………………………………………………………..
This document contains details of the Time Bandit quasiclass on Higher Ground.
Requirements
- To qualify for Time Bandit the character must 10 levels of Wizard, 10 levels of Rogue, specialized in spell school divination, and the improved evasion feat before level 21.
Free feats
- On achieving time Bandit status at level 20, the character is automatically given Luck of heroes and defensive roll feats for free.
Time Mastery
- A Time Bandit with a base DEX of 40 or more becomes immune to the spell "Time Stop".
- For every avoided Time Stop all saves are lowered by -3 for 10 minutes real time, cumulative!
Special Spells
- Gate: Teleports with unlimited range and can port between areas as long as they are not no-teleport (as cast with LSF Conjuration)
- Premonition: Works also with armor (like it does for the Bane Knight).
- Treasure Scent: Time Bandits can cast the Bard’s Treasure Scent spell as a level 8 spell.
- Time Stop: Is a powerful attack spell for the Time Bandit: It bends the time around the caster and inflicts 1d10 x CL to all enemies, half pos damage, half neg damage (Reflex halves the damage). All enemies must make a successful saving throw in WIL or be dazed for 1d4 rounds. Will and reflex DC’s are modified by +1 per 20 points in Lore. // Is this modification possible? Is this overpowered? Numbers?
HG Epic Spell
- Time Bandits may acquire the Divination arcane epic spell without 25 levels of Wizard.
Spells
- Spell DCs for certain spells (those listed below) are equal to 10 + spell level + (DEX modifierx9/10).
- Caster levels for those same spells are equal to Wizard level + Rogue level.
- For most spells, Caster Level and Spell Penetration are equal to Wizard Level + (Rogue Level/3) and using INT instead of DEX to calculate DC.
- Level 1: Identify, True strike, Expeditious retreat
- Level 2: See invisibility,..
- Level 3: Greater Magic Weapon , Keen, Clairaudience/Clairvoyance, Find traps
- Level 4: Remove blindness/deafness,
- Level 5: Feeblemind
- Level 6: Legend lore, True seeing, Tenser's Transfromation
- Level 7: Power word (stun)
- Level 8: Premonition, Treasure Scent
- Level 9: Power word (kill), Time Stop
// Maybe some other spells to add…
History:
- Changed level to "before level 21"
- Added Immunity to Time Stop with a base DEX of 40.
- Added: "For every avoided Time Stop all saves are lowered by -3 for 10 minutes real time, cumulative!"