Still Not Done with PF1: Pellar Class (Patreon)
Content
It's time for the weekly Pathfinder 1e content available to all members! This week I am putting up a revised Pellar, an arcane spellcasting class I designed in 2023... while going through cancer treatment. I compiled this once for paying members, but on looking back discovered that version was riddled with missing information (like, um, what spell list they cast from? Oops.), so it needed a clean-up pass. For free members, this represents the first compiled version of the pellar. For paying members, here's an edited and revised version!
This is also another example of a class with a 1/2 base attack bonus that I gave a d8 Hit Die, and like last week's channeler class, this is not a mistake or oversight. The link between base attack bonus and HD is an important one, but it's about making sure the class can handle what its features tell players it can do. No class with a +1/1 base attack bonus should have less than a d10 unless it has some way to mitigate or heal damage without eating into its action economy, because that +1/1 BAB tells players the class is designed to get into combat. Similarly, giving a class a d8 HD rather than a d6 tells players the class can survive being closer to the front lines than wizards and witches normally do. The pellar's addition of light armor gives them that survivability, as does their mid-and higher-level abilities to do things like cast spells without verbal and somatic components if grappled.
The pellar is designed to create a "mage"-like class for players who want an arcane spellcaster option with even more special powers and options than an arcanist. It pays for those powers by only being a 6th-level-max caster (with high-level options for limited wish and wish), but can use them to fill the role in an adventuring part normally taken by a 9th-level-max caster.
WAY back in the 20-oughts I ran a game with the rules that proceeded Pathfinder 1e, in which we forbade any class from the primary handbook for players. The idea was to see what happened if people had to use expansion books to fill all the normal roles. Everyone had a blast as the rules were the same and everyone knew them, but the flow of the game was different with all-new classes. In such a game done in Pf1, I believe the channeler and pellar could nicely step-in for the classic cleric and wizard.
The Pellar
Though lacking the upper ends of spell power gained by sorcerers, witches, and wizards, the pellar is still a potent arcane spellcaster generally able to handle the role of arcane spellcaster for any group they work with. The pellar focuses on understanding spells to a degree few can match, allowing them to cast, modify, and dispel magics in ways other classes cannot match. Pellar study all forms of arcane magic, and have even learned to cast spells in some degree of armor and to mix magical study with personal sturdiness, as magi do.
(Pellars can be especially good at dispelling. Art by Dominick.)
Hit Die: d8
Class Skills: The pellar's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (arcana, engineering, history, nature, planes, religion) (Int), Linguistics (Int), Perception, Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at each Level: 4 + Int modifier.
Pellar Class Features
Weapon and Armor Proficiency: A pellar is proficient with all simple weapons. Pellars are also proficient with light armor (but not shields). A pellar can cast pellar spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a pellar carrying a shield or wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass pellar still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A pellar casts arcane spells drawn from the occultist spell list. (The pellar uses normal rules for arcane spells, rather than occult spells, for spellcasting. These are "pellar spells" for purposes of pellar class features. The pellart spell list also includes remove curse as a 3rd level spell.) A pellar must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the pellar must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a pellar's spell is 10 + the spell level + the pellar's Intelligence modifier.
A pellar can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).
A pellar may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the pellar decides which spells to prepare.
Spellbooks: A pellar must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all pellars can prepare from memory. A pellar begins play with a spellbook containing all 0-level occultist spells plus three 1st-level occultist spells of his choice. The pellar also selects a number of additional 1st-level occultist spells equal to his Intelligence modifier to add to his spellbook. At each new pellar level, he gains two new occultist spells of any spell level or levels that he can cast (based on his new pellar level) for his spellbook. At any time, a pellar can also add spells found in other spellbooks to his own (see Arcane Spells).
A pellar can learn spells from a magus's or wizard's spellbook, just as a magus or wizard can from a pellar's spellbook. The spells learned must be on the occultist spell list, as normal. An alchemist (see the alchemist class description) can learn formulae from a pellar's spellbook, if the spells are also on the alchemist spell list. A pellar can learn spells from an alchemist's formula book, if the formulae are also on the occultist's spell list.
Pellar Edge: A pellar's insight and research into how spells work grants them an edge in recognizing spells and utilizing specific areas of magic. You add half your class level (minimum +1) to all Spellcraft checks made to identify spells. Additionally, at 1st level, and every 3 levels thereafter (4th, 7th, 10th, and so on), you gain a pellar edge. 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 Spellcasting (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 incur the normal arcane spell failure chance for arcane spells received from other classes.
Arcane Discovery [7th]: You learn an arcane discovery (from the wizard class). 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 a 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 in your spellbook. 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 10d8 + Int mod at 19th level).
Expanded Spell Studies (Ex): You add all the 0-9th-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 prepare or cast these spells, 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 (minimum 1/day) 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 a pellar spells, expending a prepared pellar spell 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 the purpose of meeting 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 prepared pellar spells to one arcane spell of the same level contained in the spellbook. This change is permanent until you cast the prepared spell. 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 possess. 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 a 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 by the subject of your weaken spell ends it only for that subject.
Spellwork (Sp): A pellar studies the interaction between magic energy and the specific patterns of using that magic known as spells, at 1st level granting them a spellwork reservoir of points that can be used to generate and manipulate spells. A pellar has a number of points in their reservoir equal to their Intelligence modifier plus 1 per 4 pellar levels, to a maximum equal to their pellar class level (minimum 1).
Unless an ability says otherwise, using points from a spellwork reservoir is connected to a single casting or use of a spell, and takes no additional action beyond the normal casting time of the spell. If a spellcasting or spell slot is lost (such as if attempting to cast defensively and failing), any spellwork reservoir points used in conjunction with the spell are also lost.
At 1st level, if a pellar successfully identifies a spell being cast they can expend a number of points from their spellwork reservoir equal to half the spell’s level (minimum 1 point) as a reaction to attempt to counterspell the spell, as if using dispel magic to counterspell.
Also at 1st level, the pellar can expend a number of points equal to half a spell’s level (minimum 1 point) from their spellwork reservoir to cast any pellar spell they have in their spellbook without expending a spell slot.
At 3rd level, a pellar can expend 2 points from their spellwork reservoir to cast any pellar spell they have in their spellbook without fulfilling its verbal or somatic components, as if using the Silent Spell and Still Spell feats. This does not change the casting time of the spell.
At 6th level, the pellar can expend 3 points from their spellwork reservoir to cast an arcane spell with a spell level no greater than half their class level that is on a scroll or in a spellbook in their possession (on their person or in a container on their person, and not held or grabbed by any other creature). The spellbook need not be theirs. This does not expend the scroll or erase the spell from the spellbook.
At 9th level, a pellar can expend 3 points from their spellwork reservoir to heighten a pellar spell or spell cast using their spellwork reservoir to have a spell level equal to half their class level (maximum 9th level), as if using the Heighten Spell metamagic feat. This does not change the casting time of the spell.
At 12th level, a pellar can expend 3 points from their spellwork reservoir to activate a staff or wand without expending a charge from it. This does not allow them to activate a staff or wand they cannot normally use.
At 15th level, a pellar can expend 4 points from their spellwork reservoir to cast limited wish, as if they were a wizard and had prepared the spell. They must fulfill all the spell’s normal components and requirements, and cannot use their spellwork reservoir to modify the spell.
At 18th level, a pellar can expend 5 points from their spellwork reservoir to cast wish, as if they were a wizard and had prepared the spell. They must fulfill all the spell’s normal components and requirements, and cannot use their spellwork reservoir to modify the spell.
At 20th level, a pellar can expend 5 points from their spellwork reservoir to use a pellar spell in their spellbook as a supernatural ability. This does not expend a spell slot.
Bonus Feats: At 2nd level, and at 3rd level thereafter (5th, 8th, 1tth, and so on), a pellar’s study into the workings and methodology of spells and spellcasting result in gaining two bonus feats in addition to those gained from normal advancement. One is a Practical Spell Study feat, and one is an Esoteric Spell Study feat. The pellar must meet all the prerequisites of any bonus feat selected. However, the player can ignore the flavor text that describes how or why a character might gain, view, or use such a feat as they often pick things up through dedicated scholarly study.
The Practical Spell Study bonus feat must be selected from the following list:
Any metamagic feat, Ancient Draconic, Augment Summoning, Combat Casting, Diviner’s Delving, Eschew Materials, Expanded Arcana, Extra Cantrips or Orisons, False Focus, Improved Counterspell, Inscribe Magical Tattoo, Greater Spell Penetration, Lunging Spell Touch, Magic Trick, Magical Aptitude, Parry Spell, Scribe Scroll, Shocking Amplification, Skill Focus [Knowledge (arcana), Spellcraft, or Use Magic Device], Spell BluffUM, Spell Denial, Spell Focus, Spell Penetration, Spell Perfection, Spell Specialization, Spontaneous Metafocus, Steadfast Mind, Subtle Enchantments, Wand Dancer, or Weapon Focus (ray).
The Esoteric Spell Study feat must be selected from the following list:
Accursed Critical, Arcane Blast, Arcane Shield, Arcane Talent, Arcane Trap Suppressor, Astrological Timing, Augment Calling, Banish Possessor, Blackfire Summoning, Bloatmage Initiate, Casting Conduit, Conduit Casting, Countering Loophole, Cunning Caster, Eldritch Aid, Elemental Conversion, Emergency Attunement, Expanded Summon Monster, Extended Scrying, Eyes of the Purge, False Casting, Force Dash, Fortune Teller, Ghost Whisperer, Herbal Components, Hidden Presence, Legalistic Reading, Minor Spell Expertise, Nature Magic, Pattern Message, Penetrating Possession, Profane Studies, Proxy Summoning, Putrid Summons, Read Spell Traces, Reflexive Caster, Sacrificial Adept, Sahir-Afiyun, Sacred Summons, Scale and Skin, Scouting Summons, Sense Magical Interrogation, Scrutinize Spell, Shifting Patterns, Spell Chain, Spell Spirit Vision, Stubborn Curse, Stylized Spontaneity, Summon Guardian Spirit, Sunlight Summons, Superior Scryer, Supernatural Tracker, Synergy, Tattoo Attunement, Telepathy Trap, Tenacious Transmutation.