Hackermage (3.5e Class)

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Author: Foxwarrior (talk)
Date Created: 4/26/2024
Status: Hacked together
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Character focused on manipulating what's already in their surroundings, instead of casting new things.

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1



Alternate Magic Other


Hackermage[edit]

Magic is all around us, in the ground, in the trees, in the very air we breathe, and especially in the sepia snake sigil on that door right there. So why create more, instead of manipulating what's there? C'tos teaches us to make use of magic as it stands.

Making a Hackermage[edit]

Hackermages have effective scouting abilities, and can interfere with spellcasters and spell-like users in combat, as well as making use of their surroundings.

Abilities: Hackermages rely on Intelligence.

Races: Anyone capable of wearing an iconic trenchcoat has a leg up.

Alignment: Any.

Starting Gold: 4d6×10 gp (140 gp).

Starting Age: Complex.

Table: The Hackermage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +0 +2 Magic Abilities, See Magic, Hack Dismissal, Hack the Animus
2nd +2 +0 +0 +3 Spell Tinkering, Item User, Magical Trolling
3rd +3 +1 +1 +3 Quickhack the Animus, Project Senses

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (any (Int), chosen individually) (), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), Use Rope (Dex).


Class Features[edit]

All of the following are class features of the Hackermage.

Weapon and Armor Proficiency: Hackermages are proficient with simple weapons, light armor, and Heavy Coats.

Magic Abilities: Hackermage abilities have a caster level equal to their character level, and any of their Save DCs are 10 + half character level + Intelligence modifier.

See Magic (Su): The Hackermage can see magic as though they had arcane sight active at all times, but their eyes do not glow.

Hack Dismissal (Su): The Hackermage can dismiss any dismissible effect they have line of sight and line of effect to, with a caster level check against a DC of 10 + the effect's caster level.

Hack the Animus (Sp): The Hackermage can imitate animate objects at will, except always one object target (with size limited by caster level), and the object takes a turn immediately and then stops being animate.

Spell Tinkering (Su): With a readied standard action set to go off when another spell is cast, the Hackermage may choose to apply metamagic to the targeted spell. The Hackermage can apply metamagic that they know, with a total level adjustment no greater than half their Hackermage level rounded down.

Item User: At level 2 the Hackermage gets +1 per Hackermage level to Use Magic Device checks, and can identify a magic item by looking at it closely for a single round.

Magical Trolling (Su): At level 2, as a full-round action, the Hackermage can name a spell, spell-like ability, psionic power, psi-like ability, supernatural ability, or other form magical ability that can be activated as a Standard action and force a creature within Medium range to make a Will save. If the creature fails its save and it has the named ability, the ability is activated as though the creature had activated it (expending any resources in the process), targeted by the Hackermage.

Quickhack the Animus (Sp): At level 3, the Hackermage can use Hack the Animus as a swift action, but it only stays animated long enough to take a single move action.

Project Senses (Su): At level 3, the Hackermage learns how to project their senses into magical effects, moving their vision, hearing, scent, and taste (including upgrades to those such as Darkvision or See Magic) around inside the effect or hopping to another. As a free action once per round they can: project their senses to anywhere within a magical effect they have line of sight and line of effect to within Long range; project their senses back into theirself if they have line of sight and line of effect to theirself; or abruptly snap their senses back to theirself and take 2 points of Constitution damage. While their senses are projected, line of sight and line of effect (but not maximum range) are measured from wherever their senses currently are, and they move their actual body as though they were blind.

The Hackermage's projected senses can be detected like a scrying sensor.


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Foxwarrior's Homebrew (759 Articles)
Foxwarriorv
Article BalanceVery High +
AuthorFoxwarrior +
Base Attack Bonus ProgressionGood +
Class AbilityAlternate Magic +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length3 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Balance +, Concentration +, Craft +, Decipher Script +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Hide +, Knowledge +, chosen individually) +, Listen +, Move Silently +, Open Lock +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Use Magic Device + and Use Rope +
Skill Points6 +
SummaryCharacter focused on manipulating what's already in their surroundings, instead of casting new things. +
TitleHackermage +
Will Save ProgressionGood +