Metamage (Pathfinder Class)

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Metamage[edit]

Metamagi wish to unravel the mysteries of the world. They wish to go beyond discovering how things work; they need to know why they work. By investigating the fabric of reality, they learn to manipulate it to their whims. While they tend to specialise far more closely than a Wizard, their control is far more precise.

Making a Metamage[edit]

Metamagi lack the versatility of other spellcasters, but they make up for this with their ability to replenish their spellcasting ability without resting. In addition, they are able to become far more proficient in their chosen role than many other, more versatile classes.

Abilities: Metamagi should prioritise their Intelligence, as this is the ability score that governs most of their abilities. Those who choose the Honed focus will benefit from having high Strength and/or Dexterity, while those with the Biological focus should increase their Constitution.

Races: Elves are common amongst the ranks of Metamagi, as their great lifespan often leads them to wonder about the workings of the world. Halfling and Gnome Metamagi are also frequently seen due to their innate curiosity.

Alignment: Any.

Starting Gold: 2d6×10 gp (average 70 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: Complex.

Table:Metamage

Hit Die: d6

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Maximum Focus Techniques Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Omnicraft, Weaving
2nd +1 +0 +0 +3 <-class features for this level->
3rd +1 +1 +1 +3 <-class features for this level->
4th +2 +1 +1 +4 <-class features for this level->
5th +2 +1 +1 +4 <-class features for this level->
6th +3 +2 +2 +5 <-class features for this level->
7th +3 +2 +2 +5 <-class features for this level->
8th +4 +2 +2 +6 <-class features for this level->
9th +4 +3 +3 +6 <-class features for this level->
10th +5 +3 +3 +7 <-class features for this level->
11th +5 +3 +3 +7 <-class features for this level->
12th +6/+1 +4 +4 +8 <-class features for this level->
13th +6/+1 +4 +4 +8 <-class features for this level->
14th +7/+2 +4 +4 +9 <-class features for this level->
15th +7/+2 +5 +5 +9 <-class features for this level->
16th +8/+3 +5 +5 +10 <-class features for this level->
17th +8/+3 +5 +5 +10 <-class features for this level->
18th +9/+4 +6 +6 +11 <-class features for this level->
19th +9/+4 +6 6 +11 <-class features for this level->
20th +10/+5 +6 +6 +12 <-class features for this level->

Class Skills (4 + Int modifier per level)
Craft (Int), Fly (Dex), Knowledge (All), Cosmic Understanding (Int, see below), Perception (Wis), Profession (Wis), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Metamage.

Weapon and Armor Proficiency: Metamagi are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armour or shield. Armour interferes with a Metamage’s movements, which can cause abilities with somatic components to fail.

Note: (Fn) Abilities: Abilities tagged with (Fn) are Fundamental, not supernatural or magical; they rely on the innate workings of the universe, and thus may be used within an antimagic field. However, a dead-magic zone will still prevent the use of Fundamental abilities.

Cosmic Understanding: A Metamage is able to utilise the Cosmic Understanding skill. This skill essentially encompasses Spellcraft, Psicraft and any equivalent skills from other supernatural, psionic or otherwise unnatural systems. If the Metamage would receive a bonus to such a skill, they may choose for the bonus to apply to Cosmic Understanding instead, subject to the standard rules for stacking bonuses. Characters without the Cosmic Understanding class feature may not utilise or invest ranks into this skill.

Weaving: Metamagi are able to manipulate the underlying forces of the universe in a process known as Weaving. However, Weaving is not an easy task - many Techniques require Focus (see Focus below) to be expended. Some Techniques also allow additional focus to be expended in order to enhance a power. Unless otherwise stated, utilising a Technique is a standard action that provokes attacks of opportunity. By default, the save DC for a Technique is 10 + half your Metamage level + your Intelligence modifier. A Metamage may choose their techniques from the following list, in addition to any added by their Specialisation:

1st:

Unravel

Focus: 0
Components: None
Duration: Instantaneous

Target: One creature or object within close range (25' + 5'/2 levels) Effect: You partially unbind the key components of your target, dealing 1d4 points of untyped damage. A successful Will save halves the amount of damage taken. This damage may not be reduced by an object's hardness. Enhancement: For every additional point of Focus you spend, the damage dealt is increased by 1d4.

Rebind

Focus: 1
Components: None
Duration: Instantaneous
Target: One creature or object within close range (25' + 5'/2 levels)
Effect: You repair your target's minor injuries and damage, healing (or in the case of objects, repairing) 1d4 points of HP. This is not positive energy, and may affect undead or constructs.
Enhancement: For every additional point of Focus you spend, the damage healed is increased by 1d4.

Assemble

Focus: 1
Components: None
Duration: 1 minute/level
Target: N/A
Effect: You gather natural materials in the environment around you to temporarily form a solid object within your reach. This object may be of Tiny size or smaller and must be formed from a prevalent material that can be found within close range. A prevalent material is any with enough mass to form at least five of the object you create with this Technique, or any other material that your GM rules is common in the surrounding area.
Enhancement: For every 4 additional points of Focus you spend, the maximum size of the created object increases by one category. You may not invest a number of points into this Technique greater than your class level.

Imbue

Focus: 3
Components: Somatic
Duration: 1 round/level
Target: One creature within your reach
Effect: You touch a creature within reach (requiring a melee touch attack if they are unwilling) to enhance their abilities for a short time. For the duration of the Technique, they receive a +2 enhancement bonus to a single ability score of your choice. This increase is treated as a temporary bonus.
Enhancement: By spending an additional 3 points of Focus, the bonus granted increases by 2. You may divide this bonus between multiple ability scores in groups of +2. By spending 10 additional points of Focus, this bonus becomes untyped rather than an enhancement bonus.

Divine

Focus: 0
Components: None
Duration: Concentration, up to 1 minute/level
Target: Self
Effect: For the duration of the power, you widen your senses to view the auras of magical effects. You are aware of magical effects within close range (and within your line of sight), in addition to the auras' strength, school and location. This power does not detect auras that could not be detected by detect magic.
Enhancement: By spending an additional 3 points of Focus, you can instead choose to detect auras of a single alignment. Choose one alignment that you either possess or oppose; this Technique instead detects auras of that alignment, in addition to their strength, school and location (if the aura is strong enough to be detected by the appropriate detect evil/good/law/chaos spell). By spending 5 additional points of Focus, this Technique no longer requires concentration


<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.


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