New Name and Class Feature for the Pellar, a Spellcasting Class for Pathfinder 1st edition.

So, first, let’s talk about a big change. For weeks I’ve been working on a ‘thaumaturge’ class for 1st edition Pathfinder. As of this post, I’ve renamed it the ‘pellar,’ a term for a dispeller or cursebreaker (‘expeller’) from Cornwall (where I have ancestry).

The reasons for this are twofold. The first is that it’s a closer match to my core concept than thaumaturge, and gives a nice through-line I can explore in a second draft. (For example, I should look into adding more counterspell-related feats to the list of bonus feats to be selected.) Second, there’s a “thaumaturge’ class for 2nd edition Pathfinder that isn’t at all like my PF1 class, and it invites confusion to introduce a different concept of class with the same name.

Also, since we’ve changed the class name to “pellar,” we obviously don’t want them to gain a “thaumaturgy pool” anymore. Instead, we change that ability to “spellwork” (in keeping with the spell expertise theme), and grant the class a ‘spellwork reservoir’ of points. The newly-named class feature works the same way, just the name changes. These changes have been retroactively applied to the articles on this blog.

Now, with that out of the way, let’s do some NEW content. There are still gaps in the pellar’s level progression where nothing really fun and interesting happens. When looking for something to fill those with, it immediately becomes clear the pellar lacks a set of selectable class features in the vein of rogue talents and oracle revelations. Those two things seem like a perfect match for each other, so let’s slap some “Pellar Edges” into the open slots, write up some cool on-theme powers, and see what a final first draft of the class looks like. (Backers of my Patreon have access to a compiled and revised pellar class that brings all these articles together.)

(Art by Dominick)

ClassBaseFortRefWillSpellsPerDayLevelAttack
Bonus
SaveSaveSaveSpecial1st2nd3rd4th5th6th1st+0+2+0+2Pellar edge, spellwork (counterspell, spell known)1–––––2nd+1+3+0+3Bonus feats2–––––3rd+1+3+1+3Spellwork (Silent & Still)3–––––4th+2+4+1+4Pellar edge31––––5th+2+4+1+4Bonus Feats42––––6th+3+5+2+5Spellwork (arcane spell)43––––7th+3+5+2+5Pellar edge431–––8th+4+6+2+6Bonus feats442–––9th+4+6+3+6Spellwork (heighten spell)543–––10th+5+7+3+7Pellar edge5431––11th+5+7+3+7Bonus feats5442––12th+6/+1+8+4+8Spellwork (staves and wands)5543––13th+6/+1+8+4+8Pellar edge55431–14th+7/+2+9+4+9Bonus feats55442–15th+7/+2+9+5+9Spellwork (limited wish)55543–16th+8/+3+10+5+10Pellar edge55543117th+8/+3+10+5+10Bonus feats55544218th+9/+4+11+6+11Spellwork (wish)55554319th+9/+4+11+6+11Pellar edge55555420th+10/+5+12+6+12Bonus feats, spellwork (supernatural)555555(Pellar skills and proficiencies are found here)

CLASS FEATURES

Pellar Edge: At 1st level, and every 3 levels thereafter (4th, 7th, 10th, and so on), a pellar’s insight and research into how spells works grants them an edge in a specific area of magic. Some pellar edge’s have a minimum class level, listed with the ability’s name. You cannot select the same pellar’s edge more than once unless it specifies otherwise.

Armored Spellwork (Ex) [7th]: You gain proficiency with medium armor and all shields (except tower shields). You can now cast pellar spells while wearing medium armor and/or carrying a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, when wearing heavy armor you incur a chance of arcane spell failure if the spell in question has a somatic component. You still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Arcane Discovery [7th]: You learn an arcane discovery. Your pellar level must be as high as a wizard’s class level needs to be to qualify for a discovery. The effects of any arcane discovery you select with this edge apply only to pellar spells you cast. You cannot select an arcane discovery in place of a feat (unless you also have wizard levels, in which case the discovery applies only to your wizard spells).

This edge may be taken more than once. Each time, you learn a different arcane discovery.

Bonus Eldritch teamwork Feats: You receive two teamwork feats as bonus feats. You must meet the prerequisites for these feats, and those prerequisites must include a spell-related element (a caster level, ranks in spellcraft, or the ability to cast specific level of spell or a specific spell).

This edge may be taken more than once. Each time, you learn two different spell-related teamwork feats.

Counterspell Expertise (Ex): Rather than having to ready an action to counterspell, you can counterspell as an immediate action.

Elemental Ray (Su): You can unleash a ray of elemental energy by expending 1 point from your spellwork reservoir and making a ranged touch attack against any one target within 30 feet. You may choose for the spell to deal acid, cold, electricity, fire, or sonic damage, but the damage type must be a type dealt by one of your pellar spells known. If the attack hits, it deals 1d8 points of damage + your Intelligence modifier, plus an additional 1d8 points of acid damage for every 2 class levels beyond 1st (to a maximum of 10d6 at 19th level).

Expanded Spell Studies (Ex): You add all the 1st-9th-level spells of one class spell list to your class spell list for purposes of using spell completion and spell trigger magic items. This doesn’t give you the ability to cast spells of this level, only to act as though your spell list included them when using appropriate magic items without needing to attempt a Use Magic Device check.

The available class spell lists you can add with expanded spell studies are cleric, druid, psychic, shaman, sorcerer/wizard, and witch. You can take this edge more than once. Each time, you add a different class spell list for purposes of spell completion items.

Expeller (Ex): You are an expert at removing magical force. You gain a +4 bonus to caster level checks to dispel magic and remove curses.

Extra Spellwork: Add two points to your spellwork reservoir.

Scholarly Dispatch: A number of times per day equal to your Intelligence bonus you can cast a spell with an alignment descriptor without it affecting your real or perceived alignment. Additionally, you gain any benefits you would gain if your alignment matched that descriptor (such as if you had the Profane Studies feat, and cast a summoning spell to summon an evil creature, which gives the summoning spell the evil descriptor).

Shift Master (Su): You are always treated as being under the effects of a polymorph spell with a spell level equal to half your class level. This allows you to decide whether or not to allow other polymorph subschool effects to affect you (see the polymorph subschool rules in the core rulebook). Additionally, you can always speak the languages you know and cast spells, even when polymorphed into a form that normally would not allow you to (you can fulfill somatic and verbal spell components in any form, but are stopped from doing so by anything that would stop you from doing so in your true form).

Spell Kenning (Su) [7th]: You have learned the skald trick of using your own magic to duplicate other classes’ spells. Once per day, you can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of your pellar spells known, expending a pellar spell slot of the same or higher spell level to cast the desired spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell.

At 13th level, you can use this ability twice per day. At 19th level, you can use this ability three times per day. A pellar with this edge has the spell kenning class feature for purpose of prerequisites, and adds Expanded Spell Kenning to the list of Practical Spell Study bonus feats they may select.

Spell Retraining: By studying a spellbook for 10 minutes, you can change one of your pellar spells known to one spell on the occultist class spell list of the same level contained in the spellbook. This change is permanent until you take the time to change it via this feat again. You may only have one spell at each spell level retained in this manner at a time.

Spell Synthesis (Su) [16th]: You can cast two spells using one action. Both of the spells must have the same casting time. You can make any decisions concerning the spells independently. Any target affected by both of the spells takes a –2 penalty on saves made against each spell. You receives a +2 bonus on caster level checks made to overcome spell resistance with these two spells. You may use this ability once per day.

A pellar with this edge has the spell synthesis class feature for purpose of prerequisites, and adds Extra Spell Synthesis to the list of Practical Spell Study bonus feats they may select.

Spell Tactician (Ex): You receive a teamwork feat as a bonus feat. You must meet the prerequisites for this feat, and those prerequisites must include a spell-related element (a caster level, ranks in spellcraft, or the ability to cast specific level of spell or a specific spell).

As a standard action, you can grant a teamwork feat with a spell-related prerequisite to all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two pellar levels you possesses. Allies do not need to meet the prerequisites of these bonus feats. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Solo Spell Tactics (Ex): You receive a teamwork feat as a bonus feat. You must meet the prerequisites for this feat, and those prerequisites must include a spell-related element (a caster level, ranks in spellcraft, or the ability to cast specific level of spell or a specific spell).

All your allies are treated as if they possessed the same spell-related teamwork feats as you for the purpose of determining whether you receive a bonus from these teamwork feats. Your allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for you to receive the listed bonus.

Weaken Spell (Sp): As a standard action you can expend 1 spell slot of 1st level or higher to weaken an active spell affecting a creature within 60 feet. The spell must be one that is negated by a successful saving throw by the target when initially cast. If you have identified a spell affecting the subject, you may select it for your weaken spell. If you have not identified a specific spell and the subject is affected by multiple spells that qualify, determine which you weaken randomly.

The target is allowed a new saving throw with a +4 circumstance bonus. If the new save is successful, the spell ends. Even if the spell affected multiple creatures, a new successful save the the subject of your weaken spell ends it only for that subject.

Cancer Support

I have cancer, and am on chemo (and likely will be for months to come). If you want to help me cover cancer treatment costs, right now, one great way to offer your support is to pick up The Traveler’s Guide to the Darklands: For Pathfinder 2E, which a vast number of amazingly talented people put together as a charity product to aid me. And it’s got excepts from Alphonse Lord Tabbington! Also, the product Like A Boss – A Book of Boss Encounters is a community project put together by Samurai Sheepdog to help me cover costs.

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Published on November 17, 2023 15:05
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