FASCRIP style classes and companions
I may be moving away from this system & using the phenomenal Strands of Fate. I’ll keep this up though, as it’s nice to have. -Jul 17, 2011
On magic & the cosmogeny:
Mine is a game world where faith & religion are similar to the real world – that is, faith is actually based on belief rather than firm proof, praying guarantees nothing & there is no definitive proof that the gods do exist. There are still spirits & ghosts, & this may spark people to create a religion or an idea of the afterlife, but there is no affect for this. They tend to be leftover life forces/energies of powerful magic-wielders hanging onto a certain spot or person (in the case of ghosts). The world is quite atheistic, though the cosmogeny of animism seems to have truth in it (because of the spirits that DO exist in things in the game world). Some druids – not all – fall into that spirit category for their magic, but most are more primal.
Clerics are now called Mystics, or “white wizards”. Oracles are not chosen by a deity, rather they are chosen by the same spirits the animists revere, OR a powerful being outside our comprehension (not a god, think more like Elder Beings from Lovecraft & Howard tales. If they are referred to, it is as “big spirits”). The latter option is like where the Witch gets her power from a patron.
The accepted truth is that we have “souls”, which is really our consciousness. Therefore, many things have a “spirit”, again adding a sort of proof to the animist view. But all sides have their way of looking at it, most just tend to see it as consciousness/psyche. (This is important for the Soulsmith class/archetype, below).
A note on spellcasting stats: For the most part, the ability score given is just a suggestion. If you can tell me why your witch might be more of a crafty crone (Reason) or a Willful Maiden (Psyche), rather than the recommended Wise Woman (Intuition is suggested Witch stat), then I will allow it. The same goes for all casting classes except Sorcerers. Remember to roleplay this well.
Class by class breakdown of changes
(does not exist)
A bard’s casting stat is Psyche.
(does not exist)
Their casting stat is reason.
(I have not decided on them. For now I say no, use the brawling fighter or barbarian archetypes instead)
Mystic (formerly Cleric)
- Clerics are now instead called Mystics. They are essentially cloistered wizards that train in towers in remote locations. Their spells are now considered arcane & they use spellbooks like a wizard & prepare them as such, except for their domain spells which come from their training in the towers. (They still use the cleric spell list, unless the description references prayers or a god)
- Domains essentially represent the mystic’s school of study. (An adventuring mystic should check in with his college from time to time, but this does not keep the domain from him when he levels up. In a way, it reveals further spells to him as if he has the know-how to figure it out himself)
- You have Lay on Hands & Aura of Resolve (formerly Paladin abilities). Lay on Hands can be used to harm as well. (Mystics are just FULL of variety)
- Mystics do not have to choose between channeling positive or negative energy, save for a few domains (healing, destruction, etc) which get minor bonuses added to their restriction.
- Keep in mind that armor affects arcane spellcasting (but not Primal), & the Mystic is now affected. There are opportunities for Mystics of War domains that enable them to wear armors students of other schools would not be able to.
- Also, all Mystics use the Wizard’s BAB, unless they are a part of certain domain schools (War, battle) There is a feat that allows the Mystic to up their BAB one stage (15/10/5 max). It is called Student of War & available to these schools only, or adventuring Mystics after fifth level.
- There is a feat that allows the Mystic to wear certain kinds of armor without effecting their spells. It comes in two feats. One is called Studious Armor. Step 2, which gives them their Pathfinder Corebook armor capabilities, is called Mystic Armor. It is restricted to domain.
- There is another option as well. Do not use the feat slots but lose your Lay on Hands & Aura of Resolve abilities to gain the ability to use armor without penalty.
- Their casting stat is Psyche.
Naturalist (formerly Druid)
- Now called Naturalist. Their magic is considered primal.
- Their casting stat is Intuition.
- They have no secret language. If they belong to a secret society, then they do, but any class can belong to certain secret societies.
- Their animal companion, in addition to any animal or vermin, may be a treant or plant companion. They can also have a magical beast companion with a -2 penalty to your Naturalist level when looking at the companion chart for abilities.
- Naturalists heal by weaving flesh & bone using transmutation magic. All healing spells cast by the Naturalist are Transmutation (healing) spells, & can only turn lethal damage into nonlethal damage. However they are more potent, granting extra HD equal to half your Naturalist character level (min 1 HD). These spells can still stabilize a dying target, & heal normally up to 0 HP. It is higher than 0 HP that a Naturalist can only turn the damage into nonlethal.
- With a feat slot, you can gain empathic link with your companion, as well as one of two other things: either adding the familiar’s REA score to your chart (companion charts are below, after class list) or its physical gains from the familiar chart in addition to those on the companion chart (the Armor adjustments) Companion information is below.
- All animal companions are awakened (intelligence of 3). At level 1, there are 2 feats for animal companions. At 5th level they can add the Dire animal template. For level 20 campaigns, at 11th level they can add the legendary animal template. Animal Companions do not take INT penalties for unlearned skills.
- An oracle is not chosen by a deity in my gameworld. Either a powerful spirit pulls the strings of her life to make her the way she is, or a being in the far reaches of space or time does so. In either case, mystics tend to be in awe of & inspired by Oracles, being struck with power while Mystics study tirelessly.
- Their casting stat is Intuition.
- A Heavens oracle would be the best choice for my gameworld, but spirits & beings work in odd ways.
- Oracles are not restricted to the Mystic (Cleric) spell list. Only if, & as long as, they all fit the concept, theme, & Mystery of the Oracle, these spells can be from any list (except Witch & Naturalist/Druid). Keep in mind when selecting spells what spell the power that struck you with magic would give you.
- Nature Oracles are the only ones that can gain spells from the Naturalist (Druid) spell list.
- All oracles have some sort of divination revelation, bonus, at first level. I’ll put the options up here soon.
(does not exist. Lay on Hands & Aura of Resolve are now Mystic abilities)
Rager (formerly Barbarian)
Rage: If the hit point decrease from the loss of temporary Constitution would put a barbarian into the Dying condition after ending a rage but they are not already in the Dying condition before ending their rage, they instead enter the Disabled condition upon the termination of their rage and are at 0 hit points. If the hit point decrease from the loss of temporary Constitution would put a barbarian into the Dead condition after ending a rage, they instead enter the Dying condition at -1 hit points or their current hit point total before ending the rage (whichever is lower) and must stabilize as normal. A barbarian that is suffering continuous damage before ending a rage will still suffer continuous damage.
- There is no level penalty to your animal companion. You cannot choose a magical companion however, or treants/plants like a Naturalist can. You can still choose a vermin.
- Their casting stat is Reason.
- Woodland Stride (Ex): A ranger gains the Woodland Stride class feature at 2nd level, not 7th.
Bonus Feat: All rogues gain Combat Expertise as a bonus feat when they take their first level in rogue, if they do not already have them. Rogues are exempted from the prerequisites for Combat Expertise.
- You are born with magic & it is literally in your blood. Sorcerer blood is a hot item in the black market & among certain circles.
- Their casting stat is Constitution. The magic in their blood is so strong that there are no frail sorcerers.
- Bloodline Powers: At level 8, the Claws(Ex) bloodline power (if possessed) is no longer limited in how many rounds per day it may be used.
- A sorcerer can never take energy substitution feat. You are born how you are born, & it is impossible to alter the magic that comes from your own body without harming yourself terribly.
- You can choose spells from the bard spell list, but only if it fits your bloodline, such as an enchanting bloodline, the Maestro bloodline, or fey bloodline.
A mystic can channel positive energy to heal, while a soulsmith shuffles life force around necromantically. Various undead immunities & touch attacks come into play, as they sustain their own form with necromantic energies and drain energy from those they fight. Or they might send their own spirit/consciousness out (or a fragment of it) to attack people as an undead shadow, returning to nest within them and share some of it’s stolen life-energy as healing energy. The death of their ‘shadow-soul’ can have unpleasant consequences, however (and even injury to the shadow-soul might carry over as nonlethal damage to the necro-healer, when it returns to ‘share the pain’). This is a class I am working on, & I may just turn it into a new archetype for the Mystic (very likely i will do this in fact).
Their casting stat is Psyche. Some concepts may have Reason instead.
- Their casting stat is Intuition, but it depends upon concept/archetype. There are some Psyche-based witches, as well as a few Reason-based.
- Witches are the only class that has access to a familiar.
- Witches don’t always strike a pact with some being or outsider for their powers. In fact that is quite rare (though not unheard of), as these “patrons” are often impossible to contact by normal means. Rather, similar to the Oracle, a Witch is “chosen” or “discovered”, always through the familiar which tends to visit the witch for many nights until the Witch talks to it.
- Witches do not need to take the improved familiar feat to gain its effects.
- A witch’s familiar can turn into a stone statue as a smaller version of itself at will.
- There are no penalties for a familiar dying, except for the loss of magic while the familiar is away (hexes remain). The prior sentence is useless anyway, since a witch’s familiar really can’t die except in rare cases. A witch whose familiar dies is either sent another from the patron, or if the patron is no longer interested in the Witch’s life, the Witch would do well to join a Mystic school or become a wizard, albeit losing one level (except she can still cast witch spells she remembers, if she writes them down in time). (A level 4 witch would now be a level 3 mystic, or wizard, & retains her hexes though loses the ability to gain new ones)
- Witches can learn all bard spells, & all bard skills, that fit your character concept (or if your patron would grant them to you).
- As GM, I assign you your witch spells, based on your patron & character concept. All the other casters pick & choose, even hunt, for the spell they want to learn. A witch is given spells by her patron, & she does not necessarily have a choice in what is given her. The oracle is similar, but chooses her powers in her dreams.
- Their casting stat is Reason.
- Wizards cast from the cleric spell list. They an cast spells from the wizard list as well, but these spells are highly uncommon for reasons given below.
- Wizards are extremely rare. They have access to cleric/Mystic spells, but in order to cast spells that are usually on the wizard list, they rely on discoveries or dip into the black market as these spells are recent inventions of an Archmage using sorcerer’s blood of certain magics. “To duplicate what a sorcerer can do naturally” is no good or neutral matter – though a good character could rationalize it away by saying they are doing good with the magic (“The means do not matter”). It is gaining popularity but everyone knows how wizards are able to cast these spells, so be careful. So for now, wizards & clerics are essentially two sides of one coin (they both use the cleric list). The wizards get their school powers & bonus feats, bonded object (they are independent students for the most part) & Mystics/clerics have channeling & domains. It will be rare a wizard will start with spells labelled “sor/wiz”, but not impossible. Over time they can accumulate.
- Wizards cannot take familiars, but they can take the bonded object.
- The Bonded Object option can also be used as a collar or piercing of some sort to put on an animal companion, effectively gaining an animal companion. This becomes the Bonded Object’s quality (losing any other bonuses to the Wizard), & if removed the animal will revert to how it would normally have been. At level 5 a wizard can safely remove the object from the companion & the animal will stay a loyal companion even without the collar/piercing/etc. When this is done, a wizard cannot gain another Bonded Object. The companion counts as the use of this. A wizard can have a magical beast as an animal companion in this way, but when figuring out HD & abilities on the animal companion chart, treat your Wizard level as -2. Many wizards in the cities have python companions.
- Opposition Schools: Opposition schools are no longer used for specialist wizards. A specialist wizard requires no extra effort to prepare spells from any of his non-specialty schools.
- Extra Spell Slots: A specialist wizard gains an extra spell slot that can be used to hold any one prepared spell from his specialty school. A universalist wizard gains an extra arcane spell slot that can be used to hold any arcane spell that he knows and can cast.
- Universalist Wizards: Universalist wizards gain no school powers other than their extra spell slot.
Naturalists are not restricted to a size category. A roc can be companion, if Nature/the spirits/your willpower is willing enough to bond the two of you.
A witch’s familiar may grow. One feat grants the familiar MED size. Another feat grants them L size (rideable for M witches). Giving up a spell slot of your highest level on top of these two feat slots grants the familiar the physical bonuses of an animal companion.
Keep in mind maximum level is 8 in my games, for the most part.
Following are charts, translated into the FASCRIP system:
|Witch Level||Natural Armor Adj||Reason||Special|
|1st–2nd||+1||0||Alertness, improved evasion, share spells, empathic link|
|3rd–4th||+2||0||Deliver touch spells, Turn to stone|
|5th–6th||+3||1||Speak with master, speak with animals of its kind|
|7th–8th||+4||1||Spell resistance, scry on familiar|
|Class Level||HD||BAB||Fort||Ref||Will||Skills||Feats||Natural Armor Bonus||Str/Agi Bonus||Bonus Tricks||Special|
|1st||2||+1||+3||+3||+0||2||1||+0||+0||1||Link, share spells|
|5th||5||+3||+4||+4||+1||5||3||+2||+1||2||Ability Score increase|
|Class Level||HD||BAB||Good Saves||Bad Saves||Skills||Feats||Armor Bonus||Str/Agi Bonus||Evolution Pool||Max Attacks||Special|
|1st||1||+1||+2||+0||4||1||+0||+0||3||3||Darkvision, link, share spells|
|5th||4||+4||+4||+1||16||2||+2||+1||8||4||Ability score increase|