Compiled Pellar Class (For Pathfinder 1e) (Patreon)
Content
As I publish articles about designing the pellar class (previously called the thaumaturge class), I'll be updating this page with the game rules. This is a Patreon-exclusive compilation, to make it easier for you to see progress as I go along, and to have the base rules for the final class once it's done.
All the design notes are stripped out of this compilation, but you can find them in the original articles, linked below in the order they were written.
Thaumaturge Class: Creating a Pathfinder 1st ed Base Class
Skills, Proficiencies, and HP for the Thaumaturge: A Pathfinder 1st ed Base Class
The Pellar
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.
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.
Sellwork (Sp) [1st]: A pellar studies the interaction between magic energy and the specific patterns of using that magic known as spells, 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 (minim 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 selected as a spell known.
At 3rd level, a pellar can expend 2 points from their spellwork reservoir to cast any pellar spell they know 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). 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 known as a supernatural ability. This not 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 spellcrafting 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 the often picks 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.