Author Topic: Spectral Mage [Companion]  (Read 3781 times)

Offline Stratovarius

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Spectral Mage [Companion]
« on: May 16, 2014, 03:33:36 PM »
Spectral Mage



A wispy, glimmering, figure stands before you.

A spectral mage is an undead arcane spellcaster given unlife by magic, sometimes willing, sometimes not. Incorporeal and only able to interact with the corporeal world with difficulty, a spectral mage retains all the abilities it had in life and uses those abilities to punish those who affront its undead existence.

A spectral mage appears much as it did when it died, and is immediately recognizable by anyone who knew it in life. Its face is haunted with the horrors of undeath, and its appearance is wasted and tired. Its incorporeal form appears to bear the same magic items the creature had when it died, although these are not actual items.


Table 1: The Spectral Mage
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities            Seeds Known   Spell Points   Maximum Points Per Spell
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Spectral Mage Body, Skills   1             2              1
  2    +1     +0    +0    +3     Corporeal Manipulation       1             6              2
  3    +1     +1    +1    +3     Unnatural Aura               2             11             3
  4    +2     +1    +1    +4     Paralysis                    2             17             4

Class skills (2 + Int modifier per level): Concentration, Diplomacy, Knowledge (arcana), Spellcraft, Hide, Intimidate, Listen, Spot, Search

Requirements:
None
             
Class Features
A Spectral Mage uses its ability to cast spells to deal with its opponents, much as it had in life.

Spectral Mage Body
The Spectral Mage loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is an incorporeal medium sized undead with a fly speed of 30 feet (good). It gains turn resistance of +2.

Incorporeal
At 1st hit dice, the Spectral Mage can be harmed by all forms of attack, and can attack others as if it was corporeal. it can interact with unattended corporeal objects for one round three times per day and cannot fly higher than 5 feet off the ground, plus an additional 5 feet per 2 hit dice. It cannot completely hide within objects and interacts with water as if it had a swim speed equal to its fly speed. It cannot chose not to be heard by Listen checks though she does receive a +5 circumstance bonus to Move Silently.

Upon gaining its 5th hit dice, the Spectral Mage loses the ability to interact with corporal objects, but can now fly and interact with water as per the incorporeal subtype and receive a +10 circumstance bonus to Move Silently. Nonmagical attacks made by corporeal creatures against the Spectral Mage, and melee attacks made by the Spectral Mage against corporeal targets, are now ineffective. Magical weapons and spells used by corporeal creatures against the Spectral Mage have a 10% chance miss chance, increasing by 10% at 6th, 7th, 8th and 9th hit dice. There is a maximum of a 50% miss chance. Positive energy, negative energy, force effects such as magic missile, and attacks made with ghost touch weapons ignore this miss chance. Magical weapons used by the Spectral Mage against corporeal targets have the same miss chance if they aren't ghost touch weapons.

Upon gaining its 10th hit dice, the Spectral Mage is fully affected by the incorporeal subtype as normal.

Skills
A spectral mage receives a +8 racial bonus on Hide & Intimidate.

Remembered Magics
At each level of the Spectral Mage class, the character regains an increasing measure of the power that he once had. His caster level is equal to his class level, he chooses his spell seeds from the Arcane list, and he casts spells as per the Arcanist base class.

Corporeal Manipulation (Su)
A spectral mage can manipulate material objects as a standard action. Its ability to manipulate objects is limited to what can be accomplished with a mage hand spell. The spectral mage needs to be in contact with the item to use this ability. This also allows the spectral mage to use magic items that do not need to be worn to function.

Unnatural Aura (Su)
Both wild and domesticated animals can sense the unnatural presence of a spectral mage at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Paralysis (Su)
The spectral mage gains an incorporeal touch attack, causing a creature touched by a spectral mage to make a Fortitude saving throw or be paralyzed for a number of rounds equal to the spectral mage’s hit dice. DC 10 + 1/2 HD + Charisma modifier.

Magic Eternal
If the Spectral Mage subsequently takes a level in the arcanist class, his levels in Spectral Mage stack with the arcanist levels for the purposes of spell points, caster level, and maximum points per spell. Spell seeds can be used interchangeably between the two classes.
« Last Edit: June 10, 2014, 04:05:28 AM by Stratovarius »

Offline Stratovarius

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Re: Spectral Mage [Companion]
« Reply #1 on: June 07, 2014, 03:08:46 AM »
I get the feeling this companion is a bit strong. Thoughts?

Offline Garryl

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Re: Spectral Mage [Companion]
« Reply #2 on: June 07, 2014, 10:45:23 AM »
I get the feeling this companion is a bit strong. Thoughts?

You've got full Arcanist progression (possibly minus 4 levels of bonus feats and fortes, which I believe is the intent, but the text doesn't exclude it or anything). On top of that, you get a paralyzing touch and incorporeality with inbuilt workarounds. Undead traits alone are about on par with what you can get from a race, which this would replace if players could take it. If this was for players directly, I'd certainly be raising an eyebrow, too. As it's just for necromantic companions, which grow up only to party level -2, it's a bit more complicated. To be honest, I still can't wrap my head around how a class or a subsystem build around leadership-esque cohort-minions would work out in practice, so evaluating it in that context is beyond me. What I do know is that when people on these boards (elsewhere, not homebrew specific) talk about what they do with Leadership, having a fighter/warblade/rogue/other mid-tier cohort is usually to fill in some role or capability that the party is missing, but having a wizard/psion/other high-tier spellcaster is usually intended as part of some power combo.

Offline Stratovarius

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Re: Spectral Mage [Companion]
« Reply #3 on: June 07, 2014, 11:31:32 AM »
It's supposed to be excluded. Me not doing so was using shorthand text.

The only other proper caster minion (well, there's really two with the Atropal Scion) is the Deathlock, and he's restricted to a fairly limited set of spells over three levels. I'll probably adjust the Spectral Mage so he gets, say, 2 spell seeds and the normal spell points of an arcanist over his levels, which should reduce his power level more into line with the rest of the companions.

Offline VennDygrem

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Re: Spectral Mage [Companion]
« Reply #4 on: June 09, 2014, 08:11:06 PM »
So does this get a touch attack at first level or not?  The touch attack mentioned in Spectral Mage Body says to See Below, but the only thing referencing it below is Paralysis, which is apparently gained at fourth level (which, on the table, is also listed as 3); Then there's Magic Eternal, which isn't listed anywhere on the table. Is it meant to be?

Offline Stratovarius

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Re: Spectral Mage [Companion]
« Reply #5 on: June 10, 2014, 01:00:38 AM »
There's no touch attack until Paralysis shows up - having infinite paralysis at level 1 is a bit cheesy.

And Magic Eternal isn't really an ability, more a note that if the Spectral Mage starts taking Arcanist levels after finishing out its class, it stacks them together for various purposes.

Edit: Updated the class to what should be its final specifications.
« Last Edit: June 10, 2014, 04:05:58 AM by Stratovarius »

Offline VennDygrem

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Re: Spectral Mage [Companion]
« Reply #6 on: June 10, 2014, 09:06:21 AM »
So what you're really doing by selecting this companion is trading a weak companion at low level for a powerful one at higher levels. At first level, the Spectral Mage can get may one or two spells off in a day, and interact with objects 3 times a day so many it can pick up a rock a few times and throw it at an enemy for you, clumsily. Or go through the jail cell and pick up the guard's keys, tossing them into your cell. There are certainly some creative things you can still do, but it doesn't have the immediate usefulness right off the bat that the more material companions have, with powerful natural attacks, improved grab, etc. Those companions, however, tend to progress linearly. I believe this is an issue that all casters versus melee brutes are accustomed to.

Offline Stratovarius

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Re: Spectral Mage [Companion]
« Reply #7 on: June 10, 2014, 12:05:52 PM »
Pretty much. If you take it all the way to the end, you have a level 18 wizard as cohort, which is just going to be more useful than a pure beatstick. He'll be slightly weaker than a pure arcanist, but not greatly so. And he'll be permanently flying and incorporeal, which is generally handy.

Offline Garryl

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Re: Spectral Mage [Companion]
« Reply #8 on: June 10, 2014, 12:50:58 PM »
You can change which necromantic companions you have, though, right? It's what, about a week's worth of work to gather the parts and assemble a new companion? So you could have a beatstick with more longevity at low levels, then change it out for a more versatile spellcaster at higher levels.

Offline Stratovarius

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Re: Spectral Mage [Companion]
« Reply #9 on: June 10, 2014, 12:53:44 PM »
You can, but as currently constructed a few of the Necromant abilities only work with incorporeal undead, restricting the choice of companion rather severely. It's under consideration whether I rebuild the class some to focus more on "casting" and less on incorporeal.