User:Alcyius/Sandbox

Tactical Sorcerist
Summary::It is said that magic takes its tole on those not able to control it. Through the use of Molds, an Tactical Sorcerist, or Straight Jacket, can unleash powerful melee attacks, augmented with magic. Length::20 Levels Minimum Level::0 Base Attack Bonus Progression::Good Fortitude Save Progression::Good Reflex Save Progression::Other Will Save Progression::Good Class Ability::Alternate Spellcasting Class Ability Progression::Other

Allowed Alignments::Lawful Good Allowed Alignments::Lawful Neutral Allowed Alignments::Lawful Evil Allowed Alignments::Neutral Good Allowed Alignments::Neutral Allowed Alignments::Neutral Evil Allowed Alignments::Chaotic Good Allowed Alignments::Chaotic Neutral Allowed Alignments::Chaotic Evil

A Tactical Sorcerist is a warrior who uses a unique suit of armor, not Autoplate, but similar. Utilizing his own mind and intelligence, he can animate the suit of armor to bend it to his liking, and use various abilities. However, these abilities are limited unless in the armor itself, because a person who wears this armor is always incapable of handling magic alone, and without the suit he can only use cantrips. When worn, however, this suit makes a Tactical Sorcerist incredibly powerful, and the more powerful the pilot becomes, the closer his armor comes to sentience.

Making a Tactical Sorcerist
A Tactical Sorcerist makes a good DPS or scouting character, due to their survivability and fast move speed, and their ability to deal massive damage.

Abilities: Intelligence and Constitution are important scores for your character, the suit allows you to substituted Intelligence for most Strength and Dexterity based checks, as well as your will save. Wisdom, Charisma, Strength, and Dexterity are only important for when you are outside of your suit.

Races: Gnomes and Humans are the predominant Tactical Sorcerist, however, any race can qualify if they have a high enough intelligence.

Alignment: Any

Starting Gold: 5d6, 175 gp

Starting Age: Complex

Class Features
All of the following are class features of the Tactical Sorcerist.

Weapon and Armor Proficiency: A Tactical Sorcerist is proficient in all martial weapons, however, can only wear his specialty armor.



As such, a new skill gets added to his list at level five, Craft (All). All points in this skill are considered an inherent bonus to all craft skills. Lastly, a Tactical Sorcerist with at least 1 rank in Craft (All), is assumed to have half the ranks he has in Craft (All) in all untrained Craft skills.

Chants are a form of magic unique to the Tactical Sorcerist. In order to cast a chant, you must take a standard action to ready it. Afterwards, you can cast it as many times as you have words to use. Each Tactical Sorcerists has 6 words per round that can be used for Chants. At level 1, you could ready Chant: Exist, and cast it 6 times that round. A readied chant remains active until a new chant is readied. All chants deal half-force, and half-sonic damage, and deal an extra 1d6 damage to abberations. By spending Anima Points, a unique power of the Tactical Sorcerist, the damage done by the chant can be changed. All chants have a range of 60 feet, unless otherwise stated. All Chants require a ranged attack roll against the targets AC to hit.

Charges: Charges are the currency used to create chants. Each Mould can hold up to 30 charges, which can be further augmented with clips, a small box that attaches to a mold that holds 10 extra charges. A Clip can be made for 1000 GP and 50 XP for the first one, 2000 GP and 100 XP for the second one, and 3000 GP and 200 XP for the third one. a Mold can only hold 3 clips. You can spend 1 hour to make a number of Charges equal to your intelligence modifier. The Charges are loaded into your Mold when you don it in a Mold Carrier.

Chant: Exist Exist is the very standard chant, releasing a burst of energy in a 60 foot line, or a 30 foot cone, chosen at the time of casting. It expends a single charge. It takes a single word to cast. If you would get an attack of opportunity, you can cast exist, however, it stops at the enemy who is in your threat range. Its damage is as follows:
 * Level 1 Tactical Sorcerist: 1d6
 * Level 5 Tactical Sorcerist: 2d6
 * Level 10 Tactical Sorcerist: 3d8
 * Level 20 Tactical Sorcerist: 3d10

Chant: Destruction Destruction is a more powerful form of Exist, with the same size. It knocks enemies 5 feet away from the caster, and on a confirmed critical, it fires off a Disintegrate as cast by a 15th level Wizard. It deals damage as follows:
 * Level 1 Tactical Sorcerist: 2d6
 * Level 5 Tactical Sorcerist: 4d6
 * Level 10 Tactical Sorcerist: 6d8
 * Level 20 Tactical Sorcerist: 6d10

Chant: Annihilation Annihilation is a single-target chant that instantly kills the target if it has less than or equal to 10 HP per charge expended, minus your levels in Tactical Sorcerist. A 20th level Tactical Sorcerist could kill a monster with 90 HP with 74 charges, because 90-20 is 70, and 70/10=7. This takes a variable number of charges, and as many words as charges expended. This can be negated with a successful DC 20+Tactical Sorcerist Level Will Save.

Chant: Forbidden The Forbidden Chant, Accelerator. Accelerator does not do any damage itself, however, it increases the abilities of the Tactical Sorcerist. A Tactical Sorcerist using this gains the following abilities: However, these abilities come at a cost, he must make a Fortitude Save with a DC 20+Rounds in Accelerator, or take 10 damage. If he wants to come out of Accelerator, he must make a Will Save of DC 20+Rounds in Accelerator. The first 2 rounds do not count, and neither save is required. A Tactical Sorcerist can stay in Accelerator for his Tactical Sorcerist Levels/2+2 rounds. If he does not leave willingly at the end of the duration, by making a successful will save, he passes out for a number of minutes equal to his Tactical Sorcerist level. Accelerator takes 10 charges, and requires a full-round action to use.
 * He can take 2 Standard Actions and 2 Move Actions per turn. Expending 1 of each is counted as a full-round action.
 * He adds a number of d6 to his attacks equal to half of his level.
 * He adds his level*10 to his move speed.
 * He adds 5 to his Reflex Save, Grapple Check, and AC.
 * None of his actions draws attacks of opportunity.

Chant: Stasis Stasis is a chant that takes 6 charges and 6 words, and freezes an enemy in time for 1d6 rounds. It consumes 5 charges, and 5 words. It has a range of 60 feet, and can be negated with a DC 15+Tactical Sorcerist level Will Save.

In addition, custom chants can be created by combining different energy types and Chant types. Here are some examples:

Chant: Destruction, Scattershot The Scattershot Chant is half-force, half-fire damage, and rains down a volley of cylinders that deal 1d10 damage to anyone hit by them. A single charge fires a number of cylinders equal to your Tactical Sorcerist Level/5, and you can spend up to 5 charges on this Chant. Scattershot can affect enemies within a 20 foot square, up to 100 feet away from the Tactical Sorcerist.

Chant: Annihilation, Bolt The Bolt Chant is comprised of half-lightning and half-sonic damage. It targets a single enemy, dealing 6d8 lightning damage, and killing them if they are wearing metal armor. Any enemies within the range of 10 feet are dealt 2d8 sonic damage, and are blinded/stunned for a number of rounds equal to the caster's Tactical Sorcerist Level/2. This takes 6 charges and 6 words.

Chant: Destruction, Acid Rain The Acid Rain Chant is half-ice, half-acid. This chant rains down spikes of ice dripping with acid within a 30-foot square, inflicting 2d6 ice damage to all creatures in that square, and for a number of turns equal to the caster's Tactical Sorcerist level/4, deals 1d6 acid damage each round.

Even more custom chants could be created, and, these specialty chants can be replaced by the standard chant if needed.



A Mold takes the strain of using his unique magic, and expends charges, cylindrical pieces of metal that are stored in the Mold. The Mold is treated as Mithril Full-Plate, and is Light Armor, with a -1 Armor Check Penalty and no maximum Dex bonus. The Mold is also a familiar, and has several unique abilities: The Mold provides various benefits to the Tactical Sorcerist wearing it:
 * It treats your Tactical Sorcerist level as Wizard levels for the purpose of determining familiar abilities.
 * It can speak Common, and one language of your choice as an Extraordinary ability.
 * It adds its Natural Armor Bonus to your AC.
 * It is treated as a Construct, though it has an intelligence score equal to your Int+Familiar Int for that level.
 * It can analyze the battlefield and displays the HP and weaknesses of a single enemy you focus on. Focusing on an enemy is a swift action. In order for this to work, the Tactical Sorcerist must succeed in a Knowledge check relevant to the monster(see Archivist's Dark Knowledge, Heroes of Horror), equal to 10+Target's HD.
 * It has an equal amount of your maximum Anima Points which can be invested only in the Mold, into Power Runes.
 * It provides an experience bonus as a normal familiar.
 * No need to breath, the Mold recycles air. This grants immunity to gaseous attacks, such as a Stinking Cloud.
 * Add your Intelligence to your Strength or Dexterity, but only one at a time. Changing between them is a swift action.
 * When you hit 0 HP, you automatically stabilize.
 * For purposes of encumbrance, the Mold has a weight of 0.
 * A Mold can hold 30 charges, and can hold clips, items that hold an extra 10 charges each.

The first form is the Blaster, a large handheld cannon used for chants. This cannot do any damage by itself. The second form is the Blade, a single-handed sword that deals 1d10 damage, and can be used for the basic Chant: Exist. The Blast Blade can hold up to three wands, and three weapon augment crystals. The wands can be used as such: If a touch attack is stored in the wand, a charge can be used to imbue the Blast Blade with that spell for a number of rounds equal to your Tactical Sorcerist level. This spell is delivered to the recipient of any melee or chant attack employed by the Tactical Sorcerist. If an AoE spell, or a spell that does not target a single enemy is stored within the wand, chose a point on the area-of-effect of the Chant, and the spell is released there.

 : Anima Points are a well of mystic energy that the Tactical Sorcerist has access to. You can have a maximum number of anima points equal to your Tactical Sorcerist level*Int Modifier. These points can be used to change the type of a Chant to a different energy type as a free action, expended as emergency charges at a rate of 3/Charge, or invested into your Mold in the form of Power Runes to gain unique effects. Each power rune has a number of Anima Points needed to engrave it into the Mold. With a standard action, you can regenerate a number of Anima Points equal to your Intelligence Modifier.

 : Every other level, the Tactical Sorcerist gains the ability to engrave a special Power Rune into his armor, and by doing so, gains bonuses. Each power rune can also have Anima invested into them. He can only invest a number of Anima Points equal to his Tactical Sorcerist level*2.
 * Combat Systems: This Power Rune grants a bonus to attack roles equal to the number of Anima Points invested in it x2. As a free action any number of Anima Points can be spent to increase the bonus by the same amount.
 * Mental Manipulator: This Power Rune gives you the constant benefit of Prestidigidation, and a Mage Hand capable of lifting a number of pounds equal to your Intelligence Score x2 at a speed of 20 feet per round. By investing 10 Anima Points, you can also use obscuring mist, silent image, and unseen servant as spell-like abilities usable once per encounter.
 * Improved Closed System: By investing 10 Anima points, you gain the benefits of freedom of movement, endure elements and water breathing spells, immunity to poisons and diseases, and resist 15 acid, cold, electricity and fire.
 * Regeneration: By investing 15 Anima Points into this Power Rune, you gain ''fast healing 5+Tactical Sorcerist Level, and you regenerate 5 Anima Points a round. For every additional Anima Point invested into this Rune, add 1 to both values.
 * Sensory Array: This Power Rune grants a +3 to Search and Spot checks. By investing 5 Anima Points, you gain Darkvision to 60 feet, or increase your existing Darkvision by 60 feet, and focusing on an enemy becomes a free action. For every additional point invested into this Rune, you gain Blindsight, with a range of 5 feet per point, and this is added onto any existing Blindsight. If you have more than 10 Anima Points invested into this Rune, you benefit from a constant true seeing effect.
 * Motion Enhancement: This Power Rune lets you hustle indefinitely, or run for the same amount of time you would normally be able to hustle. By investing 5 Anima Points, you add 20 to your base speed, and increase your running time by 5 hours. The maximum number of points one can invest into this Rune is 5.
 * Tracery: By investing 5 Anima Points into this Rune, the Mold can have a Warforged Tracery Feat applied to it. This takes 8 hours and a suitable amount of the material to be added to apply.
 * Fortified: For every 5 Anima Points invested into this rune, the Mold gains 33% Fortification. At 15 Anima Points, this counts as total fortification.
 * Damage Reduction: This Power Rune grants DR 2/Adamantine, and this increases by 2 for every Anima Point invested.
 * Increased Capacity: This Power Rune increases the Charge Capacity of the Mold by 10, and increases by an additional 10 for every 5 Anima Points invested.
 * Magic: This Power Rune can spontaneously cast any spell you have access to(You are considered to have access to a spell if you make a successful DC 20+Spell Level Spellcraft check after 30 minutes of studying a scroll or spellbook with a spell), up to a level equal to the number of Anima Points invested in this rune. If you have more than 9 levels, you can cast more than one spell using this rune. This rune also negates the Arcane Spell Failure Chance of a Wizard while wearing this mold.
 * More Coming Soon

Ex-Tactical Sorcerists
Using the abilities of a Tactical Sorcerist without the use of a Mold, or when the Mold has no charges left, results in a transformation into a unique type of abberation. These abberations gain the following abilities:
 * They become Chaotic Evil.
 * They lose their Intelligence, Wisdom, and Charisma scores. Divide these points evenly between Strength, Dexterity, and Constitution.
 * They gain a number of Natural Weapons equal to their combined Strength, Dexterity, and Constitution modifiers. These can be anything, from claws, to tentacles, etc.
 * They gain a +10 Natural Armor Bonus.
 * They increase one size category.
 * They babble constantly, imposing a -1 Morale penalty to all rolls made by anyone other than a Tactical Sorcerist.
 * They add 20d12 to their HP.
 * They take double-damage from all Tactical Sorcerist attacks.
 * They can no longer be resurrected by anything less than an miracle.
 * They gain the Abberation type.

Human Tactical Sorcerist Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Feat: Combat Reflexes.

Bonus Feats: Run.

Gear: 75 GP worth of miscellaneous materials(picked by the player).

Gold: 100 GP.

Playing a Tactical Sorcerist
Religion: Typically, Tactical Sorcerists do not worship a god, however, they may be drawn to Gond if their mentor was a religious type.

Other Classes: A Tactical Sorcerist gets along with most, if not all classes, because of his unique abilities, he feels as if each class is somewhat similar, yet different, to his own.

Combat: DPS.

Advancement: Most Tactical Sorcerists stay in the class for all 20 levels, however, if they decide to multiclass into Wizard, and they have the Magic Power Rune, they have no Arcane Failure Chance while wearing their mold.

Tactical Sorcerists in the World
"Sorry to ruin your fun, but I'm here to kill you now!"

They appear to be little more than eccentric crafters at first, and then reveal a dangerous, if psychotic, side. They can be anywhere crafting is commonplace.

Daily Life: Leiot awakens to a loud bang on the side of his Portable Mold carrier. He looks out the window to see Kapul Theta, a small girl whose father went Rogue, and who Leiot had to kill. Kapul stays around him for some reason, and helps with maintenance on his mold, and is apparently quite an expert. He gets out of the Mold Carrier, and sees a woman, who is for some reason holding a gun to him. He walks up and grabs it, pointing out that the hammer wasn't cocked, and there wasn't a bullet in the chamber. He sighs, and asks what she wants. She breaks down into hysterics, saying that a doctor went rogue at a hospital, and the abberation is running amok, killing all the patients. He sighs, and mumbles under his breath, "I better get paid for this." He calls Kapul over, and enters the Mold Carrier to have the mold affixed. Then, surrounded by armor, makes his way to the hospital to kill the abberation.

Notables: Leiot Steinburg, a loose cannon Tactical Sorcerist who works by his own rules.

Organizations: If a town is besieged by many abberations created by the misuse of Chant Magic, an organization of Tactical Sorcerists may form to combat them. Otherwise, they are usually solitude, trained by a mentor.

NPC Reactions: If their nature as a Tactical Sorcerist is known, responses vary from awe to fear. However, if it is not known, they are scene as eccentric crafters.