For Pathfinder 1st edition: The Eldrilock

I am too under the weather to write a post for today, so here is an unfinished Pathfinder 1st edition class I was working on way back in 2017, and never finished. It’s a rough draft, with undeveloped language and concepts that would need a thorough review before it was in publishable shape.

The eldrilock is designed to take the concept of the “adept” npc class from Pathfinder 1st edition, and turn it into a viable PC class, on par with the artificer, cleric, witch, and wizard. Basically, as warrior is to fighter, adept is to eldrilock.

Eldrilock

Hit Points: 6
Stamina Points: 6

Key Ability Score – Wis
Your Wisdom determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Wisdom is your key ability score. A high Strength or Dexterity score can also help you in combat situations.

Class Skills
Appraise (Int), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).

Skill Points at each Level: 4 + Int modifier.
Proficiencies
Armor
Light armor, Medium Armor
Weapons
Simple Weapons.

Eldrilock Class Features

Spells/day
LevelBase Attack
Bonus
FortRefWillSpecial0 1st2nd3rd4th5th6th
1+0+2+0+2Primary eldritch discipline, first primary discipline power31
2+1+3+0+3Hexalent42
3+2+3+1+3Intuitive skill43
4+3+4+1+4Hexalent431
5+3+4+1+4Secondary eldritch discipline, first secondary eldritch discipline power442
6+4+5+2+5Broad study543
7+5+5+2+5Intuitive skill5431
8+6/+1+6+2+6Second primary discipline power5442
9+6/+1+6+3+6Hexalent5543
10+7/+2+7+3+7Eldritch boost +155431
11+8/+3+7+3+7Intuitive skill55442
12+9/+4+8+4+8Second secondary discipline power55543
13+9/+4+8+4+8Third primary discipline power555431
14+10/+5+9+4+9Hexalent, eldritch boost +2555442
15+11/+6/+1+9+5+9Intuitive skill555543
16+12/+7/+2+10+5+10Broad study5555431
17+12/+7/+2+10+5+10Third secondary discipline power5555442
18+13/+8/+3+11+6+11Eldritch boost +35555543
19+14/+9/+4+11+6+11Intuitive skill5555554
20+15/+10/+5+12+6+12Greater Hexalent5555555
(Art by Daniel)

Spells

An eldrilock casts divine spells drawn from the adept and shaman spell lists. If a spell appears on both the adept and shaman spell lists, the eldrilock uses the lower of the two spell levels listed for the spell. An eldrilock must prepare her spells ahead of time, but unlike a cleric, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level.

To learn, prepare, or cast a spell, the eldrilock must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against an eldrilock’s spell is 10 + the spell’s level + the eldrilock’s Wisdom modifier.

An eldrilock can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–1. In addition, she receives bonus spells per day if she has a high Wisdom score.

An eldrilock may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new eldrilock level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Eldrilock Spell Preparation. Unlike the number of spells she can cast per day, the number of spells an eldrilock can prepare each day is not affected by her Wisdom score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an eldrilock can prepare.

Eldrilock, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of conviction. Each eldrilock must choose a time each day during which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an eldrilock can prepare spells. During this hour, the eldrilock decides what spells to prepare and refreshes her available spell slots for the day.

Like an oracle, an eldrilock can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats in the Core Rulebook). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a cleric. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit).

Primary Eldritch Discipline (1st level)

At first level an eldrilock’s devotion to a kind of magic allows them to gain special powers related to magic of that type. The eldrilock selects a cleric domain, oracle mystery, psychic discipline, sorcerer bloodline, or wizard school. When the eldrilock can cast spells of a spell level equal to spells granted by the selected discipline, they gain that spell as a bonus prepared spell (though they do not gain any additional spell slots).

At 1st level, the eldrilock gains a single ability of their choice from their discipline, which must be one the discipline can normally grants by 1st level. At 8th level, the eldrilock gains a second ability of their choice from their discipline, which must be one the discipline normally grants by 8th level. At 13th level, the eldrilock gains a third ability of their choice from their discipline, which must be one the discipline normally grants by 13th level. If the discipline does not have a third power to grant, the eldrilock may select a power from an associated discipline (such as a subdomain or inquisition related to a domain selected as their discipline).

Hexalent (2nd Level)

At 2nd level, the eldrilock selects one rogue talent or shaman or witch hex. The hex or talent must be one the eldrilock could qualify for if the eldrilock was of the appropriate class (meeting any alignment, species, deity, ancestry, nationality, ability score, feat, talent, hex, or similar prerequisite). The eldrilcok gains an additional hex or talent at 4th, 9th, and 14th level.

Intuitive Skill (3rd level)

An eldrilock often finds their understanding of how the world works, the ways things fit together, and how tasks can be accomplished comes to them as much through intuition as training and practice. At 3rd level (and every 4 levels thereafter), the eldrilock can select a skill that is not a class skill, and make it a class skill. Alternatively, the eldrilock can select a class skill that normally adds a character’s Dexterity, Intelligence, or Charisma modifier to their total skill bonus, and instead add their Wisdom modifier to their total skill bonus with that skill.

Secondary Eldritch Discipline (5th)

At 5th level, the eldrilock selects another cleric domain, oracle mystery, psychic discipline, sorcerer bloodline, or wizard school to be their secondary discipline. They gains a single ability of their choice from their discipline, which must be one the discipline can normally grants by 5th level. Additional secondary discipline powers are gained in the same way at 12th and 17th level. If the eldrilock’s primary discipline has extra powers that could be selected at all of these levels in addition to those gained at 1st, 8th and 13th (such as would be the case many oracle mysteries), the eldrilock can choose to not gain a secondary discipline, instead gaining additional level-appropriate powers from their primary discipline.

Broad Study (6th)

The eldrilock gains a single ability granted by an archetype for the cleric, oracle, sorcerer, or wizard class. The archetype granting the power must be one the eldrilock could qualify for if the eldrilock was of the appropriate class (meeting any alignment, species, deity, ancestry, nationality, ability score, feat, or similar prerequisite). The archetype ability must be one that could be gained by 6th level. It also must be one that replaces armor or weapon proficiency, spontaneous cure or summon nature’s ally casting, bonus spells, bonus feats, bonus skills, channeling, arcane bond, a single bloodline, psychic discipline, detect thoughts, domain, mystery, or school power, or phrenic pool.

A second broad study is gained at 16th level, and follows the same restrictions, except it can eb a power gained by 16th level.

Eldritch Boost (10th Level)

Though an eldrilock never masters 7th, 8th, or 9th level spells, over time they do manage to infuse their lower-level spell selections with greater power. At 10th level, the save DC of all the eldrilock’s spells gained from this class gain a +1 bonus. This bonus increases to +2 at 14th level, and +3 at 18th level. This increase stacks with other typical methods of increasing a spell’s save DC, such as Spell Focus and casting it as a higher-level spell with the Heighten Spell metamagic feat.

[Design Note: This ability allows the eldrilock to have the same range of save DCs for their highest-level spells as a 9-level spellcaster, despite only having 6-level spellcasting. This makes them effectively a “full” spellcaster, despite their more limited selection of spells.]

Greater Hexalent (20th Level)

At 20th level, the eldrilock’s ability to duplicate the abilities of others is unfettered. The eldriclok gains any one rogue, ninja, or slayer talent or greater talent, or any one shaman or with hex, major hex, or grand hex. The eldrilock need not meet any of the talent or hex’s prerequisites or requirements.

Give the Gift of Gaming: Support My Patreon!
If you enjoy any of my articles, please sign up at my Patreon, for as little as the cost of one cup of coffee a month! Of, if you prefer, you can drop me a single cup of appreciation at my Ko-Fi.

Thanks for your support!

About Owen K.C. Stephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is a full-time ttRPG Writer, designer, developer, publisher, and consultant. He's the publisher for Rogue Genius Games, and has served as the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the Editor-in-Chief for Evil Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps. He has a Pateon which supports his online work. You can find it at https://www.patreon.com/OwenKCStephens

Posted on January 20, 2022, in Game Design, Pathfinder Development and tagged , , , , , , . Bookmark the permalink. Leave a comment.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

%d bloggers like this: