Sanctum Mage

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Judging__Eagle
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Sanctum Mage

Post by Judging__Eagle »

very, very rough: yes, it's essentially the wizard who stays at home.

No, I don't know how this class will level, except by going on adventures. So, they'll still have to leave for X amount of time to get xp and more powers for their Sanctums.

Sanctum Mage

Your dungeoun heart is being attacked!!"

Unlike most adventurers, Wizard are very well able to sit on their butts all day long and become more powerful. This is usually done by sitting in a room with other wizards and exchanging spells of Greater Pwn for Permanent Succubus Escort Service and the like.

It is also done by wizards who sit in their studies and attempt to re-write the very laws of magic and attempt to create their own custom spells, from these very efforts spells such as: Mage's Disjunction, Mage's Transformation, Mage's Aura, Mages Black Tentacles of Forced Intrusion and many, many, many others come from.

There are however, other wizards who not only perform their own research and exchange persoanlly developed spells with other personally developed spells by other mages, they also find magically potent locations at which they decide to live and siphon the natural magical energy to both increase their own power, but to actually increase in power.

Prerequisites:

Skills: Craft 13 Ranks
Special: To qualify, the character must have 13 ranks in any of the following skills [hence reffered to as the Appropriate Knowledge Skill or AKS]: Knowledge (Arcana) , Knowledge (Geography), Knowledge (Nature), Knowledge (Religion), Knowledge (The Planes) 13 ranks.
Special: Must have lived at one dwelling for a year, never travelling more than 1 mile per rank in their AKS. If the character has more than one AKS, they cannot travel more than 13 miles from their declared dwelling. A dwelling could be as small as a room at an inn that the character pays for or as large as a personal demi-plane, so long as the character is the only one that could be defined as owning the dwelling.


Hit Die: d4
Class Skills: The class skills (and the key ability for each skill) of the Sanctum Mage are: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skills/Level: 4 + Intelligence Bonus
BAB: Poor (1/2), Saves: Fort: Poor; Reflex: Poor; Will: Good

Level, Benefit
1 Establish Sanctum, Capture Sanctum, Negate Foes, +1 Spell Casting
2 Know Sanctum, +1 Spell Casting
3 Extend Sanctum, +1 Spell Casting
4 Multiple Sanctums, Assign Champion +1 Spell Casting
5 Portable Sanctum +1 Spell Casting

All of the following are Class Features of the Sanctum Mage class:

Weapon and Armor Proficiency: A Sanctum Mage gains proficiency with no weapons or armour.

Establish Sanctum (Su):If you've got 13 ranks in the appropriate Knowledge skill you can establish an appropraite sanctum. You must craft or commision a Tiny or larger item out of any material that you choose that represents the heart of this sanctum, this heart of the sanctum has hit points, AC and hardness equal to an object of it's material composition and size. Empowering the heart of your sanctum takes a ritual that takes a week to complete and the Sanctum Mage must spend at least 8 hours per day performing this ritual and any other time must not be spent adventuring of any kind. If the heart of the sanctum is destroyed is destroyed, the sanctum it is tied to loses it's power.

The special powers of your sanctum may extend up to one mile from it's heart, but your Sanctum's powers only extend to the extend of the structure or area that you control around your sanctum's heart.

Finally, you may move your sanctum's heart at any time, but you must perform the one week dedication ritual again.

Capture Sanctum (Su):If you find a sanctum with it's owner away or dead, you may capture it. Even if you couldn't normally create such a Sanctum. This ritual takes a week to complete and the Sanctum Mage must spend at least 8 hours per day performing this ritual and any other time must not be spent adventuring of any kind.

Negate Foes(Su):For every day that you spend within one mile of your Sanctum, you may negate 1 level of a cast spell, with no maximum spell level. You must however have the required number of spell levels 'built up' to negate the spell (thus, after 5 days you could negate a 5th lvl spell or any spell levels that add up to 5, but not a 6th lvl spell). 0 lvl spells may be automatically negated or not as you so choose. These negatable spell levels remain even if you leave, but you may only use them while within the sanctum that you passed the time in. You may not build up more than a year's worth of negatable spell levels in any sanctum. You may also negate a number of spells level per day equal to the number of Hit Dice of creatures within your sanctum.

Know Sanctum (Su):You know if anyone enters your sanctum unbidden, where they entered and the appearance of who entered as if you had cast Scry on the location. You may use your Negate Foes ability with a point of origin that may be any unattended object within your sanctum (including walls).

Extend Sanctum (Su):You may create secondary hearts for your sanctum to extend it's sphere of influence. Each secondary heart may be no more than one mile apart from any other heart (normal or secondary) and if any of them are seperated by more than one mile they do not count as pasrt of your sanctum until moved back into a closer location. These secondary hearts may be moved at any time and take one day to perfrom the dedication ritual.

Multiple Sanctums (Su): You may have more than one Sanctum, you still only build up days for your Negate Foes ability if you are within your sanctum however.

Assign Champion(Su): You may choose any creature that is willing to work for you, they may control your sanctum as they were you, but may not countermand any orders that you have already given and they may not use any of your sanctums powers to inhibit you in any way.


Portable Sanctum(Su):You may carry any sanctum heart that you have created and dedicated with you and gain all of it's powers so long as it remains within long range with no solid obstructions thicker than 40 feet. If the heart remains in one place for one hour, it counts as if it is a sanctum with a range of 30 feet; if it remains in place for a day it counts as if you have a sanctum that extends 400 feet.


Sanctum Types:
Arcane:
Pre-Requisites: 13 Ranks Knowledge (Arcana)
You may apply any metamagic effect that you know or have access to via an item that you are wielding or holding (i.e. not in your belt or pocket) to any spell you cast as an immediate action. The spell's level is not affected nor are charges from an item that gave you access to the metamagic ability used either. Spells cast in this manner end if any creatures or objects affected by the cast spell leave your sanctum. You automatically learn any spell cast within your sanctum, so long as you remain within it. These spells may be scribed into a scroll and then learned normally. These scrolls and spells cannot be traded to anyone else.

Terrain:
Pre-Requisites: 13 Ranks Knowledge (Geography)
Chose a terrain type, from the list of terrains below, that is related to the chosen location of the Sanctum (A swamp house, a mountain tower etc.). You gain it's benefits.

In addition you may marshall a force of local races into an army under your command as if you had the Leadership or Command Feats. Any of your troops do not need to worry about food or water as the magic of your sanctum sustains them completely, they do need to rest however. Finally, your forces gain a +5 enhancement bonus to the skill that you gain +10 to, improving their ability to fight in their terrain.

Aquatic
You gain a +4 competence bonus on Swim checks, or a +10-foot bonus to your swim speed if you have one. You gain a +1 insight bonus on attack and damage rolls against aquatic creatures.

Desert
You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Forest
You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.

Hills
You gain a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against hills creatures.

Marsh
You have a +4 competence bonus on Move Silently checks. You gain a +1 insight bonus on attack and damage rolls against marsh creatures.

Mountains
You gain a +4 competence bonus on Climb checks, or a +10-foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.

Plains
You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.

Underground
You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.

Natural:
Pre-Requisites: 13 Ranks Knowledge (Nature)
Any unintelligent creatures within your sanctum are under your direct control to act in any manner that they are capable of (move, attack, defend, but not "build traps" or "carry these supplies"), but these orders may only be given so long as they remain within and will not leave yor sanctum.

In addition you may control any objects currently within your sanctum as if they were animated objects as per the spell Animate Object. There is no size or shape limitation to the objects that you target, but you may not have more than your hit dice in such animated objects. If the objects leave your sanctum, the Animate Object effect ends and the object goes inert.

Divine:
Pre-Requisites: 13 Ranks Knowledge (Religion)
Choose either Turning or Rebuking upon the creation of the Sanctum, it may not be changed until it is Captured. You may turn or rebuke undead as if you were a Cleric equal to your hit dice, but only within your Sanctum; you may also choose to have any part of your Sanctum to count as the point of origin of this turning effect (so, a cleric who wishes to turn undead may use his fortresses gate as the centre of the turning effect to turn undead trying to batter it down).

In addition, any undead that are successfully turned or rebuked may instead be destroyed (if turned) or commanded (if rebuked). If you chose that your sanctum turns undead and you chose to destroy undead, you may choose to destroy half of any turned types and turn the other half into Deathless creatures instead. Any undead that you command will remain so as long as they remain within one mile of your sanctum, there is no limit to the number of undead that may be commanded in this manner. You may not command more than your normally allowed amount of undead if they move further than one mile from your sanctum.

If you are a cleric who can already turn or rebuke undead, you gain a bonus to your cleric level equal to your total hit dice plus your ranks in Knowledge (Religion).

[Note: Yes, Evil clerics will be able to control almost anything and Good clerics will be able to powder nearly anything or have legions of Deathless]

Planar:
Pre-Requisites: 13 Ranks Knowledge (The Planes)
Choose one plane. Your Sanctum counts as having all of the traits commonly associated with this plane. You and any creatures that you choose are unaffected by any or all of the affects of the chosen plane and you may choose to remove any benefits from anyone that enters unbidden into your Sanctum (thus, a Sanctum Mage may choose the Plane of Fire and has all of his allies and himself immune to it's negative effects, while benefitting from it's positive effects; any one entering that the Sanctum Mage does not allow to enter may suffer all of the effects of the plane or none of them, or only the negative ones as he so chooses). While within your sanctum you may change who is or is not affected by which Planar effect as an immediate action for as many creatures as you choose to affect.
Last edited by Judging__Eagle on Wed Dec 03, 2008 5:53 pm, edited 2 times in total.
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Brobdingnagian
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Re: Sanctum Mage

Post by Brobdingnagian »

You think this'd synergise well with Master of Snake Mountain?

...

Wait, you don't have a Dungeon version. Maybe you should add one like that.
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Judging__Eagle
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Re: Sanctum Mage

Post by Judging__Eagle »

No, you could declare your dungeon to be your sanctum as well.

The Sanctum is an area defined by up to a 1 mile radius, but no more than the territory that makes up your actual dwelling.

You could seriously delcare your mage's tower, a fortress, your dungeoun or an entire city to be your sanctum, but it would only take effect if you are in charge of the place.

So, Wizard Kings can have Sanctum nations (but lose out on getting more sanctum options). Having Terrain sanctums for troop garrisons is seriously a hot idea, you are able to have a defensive army of any size that won't be a drain on your nation's food production; on the other hand, you could assign portable Sanctums to your champions and have them move ahead of your main army and wait a day; if you establish a chain of such sanctums in advance (like... you teleported them in place every day within the last week) you could move entire armies across your lands and not worry about thier stomachs at all.

Also, cookies to the first person who figures out where certain elements that I used came from.

Now, I didn't 'mean' for those elements to be used; but I needed a method to have a fixed (or relatively fixed) item that counts as the center of a Sanctum's powers.
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Brobdingnagian
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Re: Sanctum Mage

Post by Brobdingnagian »

So...

Location - Underground for the Dungeon then?

Speaking of which, what do you plan for the Horizon Walker abilities that don't give skill bonuses? Like, the Underground ability?
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Judging__Eagle
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Re: Sanctum Mage

Post by Judging__Eagle »

You can see any distance in the dark?

You could also have it be a planar, arcane or whatever type of sanctum.
The Gaming Den; where Mathematics are rigorously applied to Mythology.

While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
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