I am meaning to advance the timeline, and mostly what I'm looking to do is have a new spin on each of the base classes, as well as make things easier for players looking to play a specific concept. (sort of like Oriental Adventures or Arcana Evolved, but somewhat more extensive) Less classes and such are indeed simpler and more flexible, but they don't offer quite as much guidance to players, which is a major virtue of D&D. The new classes are intended to replace, rather than supplement, existing classes. Therefore, they only really need to be balanced with each other. Trimming the skill list might be a good idea though.
I'll try and post some more of the classes, of course!
In terms of mechanics, I'm more or less starting from 3.5/pathfinder, while in terms of setting, I'm wanting to make a sort of anachronism stew of the world from 1500 to about 1835; the era that was really romanticized by gothic and horror writers. The printing press has changed the world, religion has become somewhat less of an influence on life, the gun is the accepted status quo, and the steam engine could remake the world if people can get out of the gradually industrializing cities and lay some railroad track. New discoveries such as mesmerism and galvanic electricity show incredible potential, while advances in alchemy to create cheap steel and cheap coal have major effects on society. The setting is essentially based on the thrill of discovery, and optimism for a better tomorrow, turned against the monsters lurking in the terra incognitae, the catacombs beneath, and within the soul.
Magician HD: d6
Level: Base Attack: Fort: Ref: Will: Defense: Special: Outlander:
1st +0 +0 +2 +0 +0 Bonus Feat, Spells, +1
2nd +1 +0 +3 +0 +1 Tricks, Fascinating Trick +1
3rd +1 +0 +3 +0 +2 Bonus Feat, Magical Secret +1
4th +2 +1 +4 +1 +3 Theft Trick, +2
Tricky Spells 1/day
5th +2 +1 +4 +1 +3 Magical Secret +2
6th +3 +1 +5 +1 +4 Mesmerizing Trick +2
7th +3 +2 +5 +2 +5 Assistant, +3
Tricky Spells 2/day
8th +4 +2 +6 +2 +6 Magical Secret +3
9th +4 +2 +6 +2 +6 Frightening Trick +3
10th +5 +3 +7 +3 +7 Tricky Spells 3/day +4
11th +5 +3 +7 +3 +8 Magical Secret +4
12th +6/+1 +3 +8 +3 +9 Healing Trick +4
13th +6/+1 +4 +8 +4 +9 Tricky Spells 4/day +5
14th +7/+2 +4 +9 +4 +10 Magical Secret +5
15th +7/+2 +4 +9 +4 +11 Horrifying Trick +6
16th +8/+3 +5 +10 +5 +12 Tricky Spells 5/day +6
17th +8/+3 +5 +10 +5 +12 Magical Secret +7
18th +9/+4 +5 +11 +5 +13 Mass Mesmerizing Trick +7
19th +9/+4 +6 +11 +6 +14 Maddening Trick +8
Tricky Spells 6/day
20th +10/+5 +6 +12 +6 +15 Deadly Trick +9
level: 0th 1st 2nd 3rd 4th 5th 6th 7th
1st 0 - - - - - - -
2nd 1 - - - - - - -
3rd 2 0 - - - - - -
4th 3 1 - - - - - -
5th 3 2 0 - - - - -
6th 4 3 1 - - - - -
7th 4 3 2 0 - - - -
8th 4 4 3 1 - - - -
9th 4 4 3 2 0 - - -
10th 5 4 4 3 1 - - -
11th 5 4 4 3 2 0 - -
12th 5 5 4 4 3 1 - -
13th 5 5 4 4 3 2 0 -
14th 5 5 5 4 4 3 1 -
15th 5 5 5 4 4 3 2 0
16th 6 5 5 5 4 4 3 1
17th 6 6 5 5 4 4 3 2
18th 6 6 5 5 5 4 4 3
19th 6 6 6 5 5 4 4 3
20th 6 6 6 6 5 5 4 4
Magician Spells Known:
level: 0th 1st 2nd 3rd 4th 5th 6th 7th
1st 2 - - - - - - -
2nd 4 - - - - - - -
3rd 4 1 - - - - - -
4th 5 2 - - - - - -
5th 5 2 1 - - - - -
6th 6 3 2 - - - - -
7th 6 3 2 1 - - - -
8th 7 4 3 2 - - - -
9th 7 4 3 2 1 - - -
10th 8 5 4 3 2 - - -
11th 8 5 4 3 2 1 - -
12th 9 5 5 4 3 2 - -
13th 9 5 5 4 3 2 1 -
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 3 2 2
16th ALL 5 5 4 4 4 3 2
17th ALL 5 5 4 4 4 3 3
18th ALL 5 5 4 4 4 3 3
19th ALL 5 5 4 4 4 3 3
20th ALL 5 5 4 4 4 3 3
Class Skills: Acrobatics, Alchemy, Bluff, Clockworks, Concentration, Craft, Disable Device, Knowledge (Arcana), Knowledge (Streetwise), Linguistics, Mesmerism, Perception, Perform, Profession, Sleight of Hand, Spellcraft, Stealth
Skill Points at 1st level: (4 + int mod) x4 Skill Points at each additional level: 4 + int mod
Armor: None Weapons: Simple
Bonus Feat: At 1st level, a Magician selects any metamagic feat as a bonus feat. At 3rd level the Magician may select
another bonus feat.
Spells: A magician casts spells spontaneously, using intelligence as her key spellcasting ability.
Tricks: [Ex] Beginning at 2nd level, after using a spell slot of a minimum level, a Magician can achieve certain extraordinary effects by making a Sleight of Hand check.
Fascinating Trick: [Ex] By expending a 0 level or higher spell slot, a 2nd level Magician can fascinate an audience by
making a Sleight of Hand check. The check determines the DC of the will save of the audience to not be fascinated.
Victims are fascinated for a maximum of 1 round by every point they fail the will save. Any potential threat requires
the magician to make a new Sleight of Hand check, but a clear and present danger immediately breaks the effect.
Magical Secret: At 3rd, 5th, 8th, 11th, 14th, and 17th level, a Magician selects a combination of a metamagic feat and
known spell. She can cast this spell without having to use a full round action and the level increase of the metamagic
feat is reduced by 1.
Theft Trick: At 4th level, the Magician gains the ability to expend a 0 level or higher spell slot to use the sleight of
hand, open lock, or disable device skill on any target within 30 feet. If an object is stolen, it can be levitated by
the magician at a speed of 5 feet per round.
Tricky Spells: Starting at 4th level, once per day, a Magician can apply any metamagic feat she knows to any spell she
knows without increasing its casting time, reducing the level increase of the metamagic feat by 1. This stacks with
spells enhanced by a magical secret. Every three levels thereafter, a Magician can use this benefit one additional time
Mesmerizing Trick: At 6th level, by expending a level 1 or higher spell slot, a magician can replicate the effect of a
suggestion spell by making a Sleight of Hand check with a DC of 15 + the target's hit dice. The DC of the will saving
throw against the effect is 10 + 1/2 the Magician's level + the Magician's charisma modifier. By increasing the DC of
the sleight of hand check by 2, the Magician can increase the difficulty of the saving throw against the effect by 1.
Assistant: At 7th level, the Magician acquires a mysterious assistant, who usually takes the form of an attractive member of the opposite gender. The Assistant is between small and medium size, has half the Magician's hit points, has the same armor class as the Magician, and the same saving throws and attack bonus. The assistant benefits from the Improved Evasion class ability, can deliver touch spells for its master, and can be targeted with spells with a range of personal instead of its master. If killed, or with a thought by its master the Assistant will evaporate into dust, and its master can get a new Assistant in three days by taking 6 points of constitution damage. (at the end of this process)
Frightening Trick: At 9th level, by expending a level 2 or higher spell slot, a magician can force a single target within
90 feet who can see and hear her to make a fear check with a DC set by her sleight of hand check. The Magician can
affect additional subjects by taking a -3 penalty on her sleight of hand check for each additional subject affected.
Healing Trick: At 12th level, by expending a level 3 or higher spell slot, a magician can make a sleight of hand check and grant a number of temporary hit points equal to the result of the check to any creature she touches. Temporary hit points granted by this ability do not stack, and the hit points granted by this ability disappear after 1 minute.
Horrifying Trick: At 15th level, by expending a level 4 or higher spell slot, a magician can force a single target within
90 feet who can see and hear her to make a horror check with a DC set by her sleight of hand check. The Magician can affect additional subjects by taking a -3 penalty on her sleight of hand check for each additional subject affected.
Mass Mesmerizing Trick: At 18th level, by expending a level 5 or higher spell slot, a magician can replicate the effect
of a mass suggestion spell by making a Sleight of Hand check with a DC of 15 + the target's hit dice. The DC of the will saving throw against the effect is 10 + 1/2 the Magician's level + the Magician's charisma modifier. By increasing the DC of the sleight of hand check by 2, the Magician can increase the difficulty of the saving throw against the effect by 1.
Maddening Trick: At 19th level, by expending a level 6 or higher spell slot, a magician can force a single target within 90 feet who can see and hear her to make a madness check with a DC set by her sleight of hand check. The Magician can affect additional subjects by taking a -3 penalty on her sleight of hand check for each additional subject affected.
Deadly Trick: At 20th level, by expending a level 7 spell slot, a magician can force a single target within 90 feet who can see and hear her to make a fortitude save with a DC set by her sleight of hand check or die. Affected targets appear to die of natural causes. This is a fear effect.
Magician Spell List:
0: Arcane Mark, Dancing Lights, Daze, Detect Magic, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation
1: Alarm, Animate Rope, Cause Fear, Charm Person, Color Spray, Disguise Self, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Grease, Hideous Laughter, Hypnotism, Lesser Confusion, Magic Aura, Magic Mouth, Magic Weapon, Obscure Object, Reduce Person, Remove Fear, Silent Image, Sleep, Unseen servant, Ventriloquism
2: Alter Self, Animal Messenger, Animal Trance, Blindness/Deafness, Blur, Calm Emotions, Cat's Grace, Darkness, Daze Monster, Detect Thoughts, Eagle's Splendor, Enthrall, Fox's Cunning, Glitterdust, Heroism, Hold Person, Hypnotic Pattern, Invisibility, Knock, Levitate, Make Mundane*, Minor Image, Mirror Image, Misdirection, Phantom Trap, Pyrotechnics, Rage, Scare, Silence, Suggestion, Spider Climb, Touch of Idiocy, Whispering Wind
3: Beast Form I, Blink, Charm Monster, Confusion, Crushing Despair, Deep Slumber, Dispel Magic, Displacement, Fear, Flame Bullet, Fly, Gaseous Form, Glibness, Good Hope, Greater Magic Weapon, Haste, Illusory Script, Invisibility Sphere, Keen Edge, Lesser Geas, Major Image, Phantom Steed, Remove Curse, Secret Page, Sepia Snake Sigil, Shrink Item, Slow, Speak With Animals, Tiny Hut, Water Breathing
4: Beast Form II, Break Enchantment, Dimension Door, Dominate Person, Elemental Form I, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Hold Monster, Illusory Wall, Mass Enlarge Person, Mass Reduce Person, Modify Memory, Neutralize Poison, Permanency, Phantasmal Killer, Rainbow Pattern, Repel Vermin, Secure Shelter, Shadow Conjuration, Speak With Plants, Stone Shape
5: Animal Growth, Baleful Polymorph, Beast Form III, Charm Monster, Dream, Elemental Form II, False Vision, Feeblemind, Greater Dispel Magic, Greater Heroism, Mass Suggestion, Mind Fog, Mirage Arcana, Mislead, Nightmare, Overland Flight, Persistent Image, Passwall, Plant Form I, Polymorph, Seeming, Shadow Evocation, Shadow Walk, Symbol of Sleep, Telekinesis
6: Animate Objects, Beast Form IV, Control Water, Disintegrate, Elemental Form III, Eyebite, Flesh to Stone, Form of the Dragon I, Geas/Quest, Greater Dispel Magic, Heroes' Feast, Irresistable Dance, Mass Cat's Grace, Mass Charm Monster, Mass Eagle's Splendor, Mass Fox's Cunning, Move Earth, Permanent Image, Plant Shape II, Programmed Image, Project Image, Symbol of Persuasion, Transformation, Veil
7: Control Weather, Demand, Elemental Body IV, Etherial Jaunt, Familial Geas*, Form of the Dragon II, Giant Form I, Greater Polymorph, Greater Shadow Conjuration, Insanity, Irresistable Dance Limited Wish, Mass Hold Person, Mass Invisibility, Plant Shape III, Power Word Blind, Reverse Gravity, Scintillating Pattern, Screen, Simulacrum, Statue, Symbol of Stunning