Wizard

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I threw out appraise as a stand-alone skill; now, every skill that helps craft something or deal with something (alchemy, craftsmanship, heal, thaumaturgy, etc.) will have an appraise-like application to identify and price items related to it. Evaluate is for sense motive, roughly gauge the capabilities of an observed creature, etc. The name might be a bit misleading, I admit.
About linguistics, every language has at least two or more accents or dialects or other variations, but not every language has a unique written component. Sure, I could start including the "this language uses the XYZ alphabet", but that'd be inelegant. To me, the idea of a first level adventurer from, say, Wales, with a thick welsh accent, being able to almost effortlessly pass as a minor noble from Córdoba (because he has an Int of 12 to learn spanish as well as english, and a point in linguistics) based on speech alone is a very pleasing trope.

One additional skill I am trying to come up with now is something related to cutting gems, crafting jewelry, appraising the minute valuables, etc. A name like lapidary, fine crafts, or something along those lines. It is distinct from craftsmanship, construction, and alchemy. Any advice on that one? What other useful ability should I consider adding alongside my existing ones?


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RedDogMT wrote:
...people are making arguments that because feats like Power Attack scale by level, other feat trees should scale by level as well...

That is not at all the argument people are making. It isn't "Hey, Power Attack is scaling, let's make other feats like that so that PA isn't OP", but rather "Feats are lolworthy and underpowered, let's make them scale! Power Attack is a good example." People are even talking about removing PA altogether (an idea I dislike), along with all other "trade X for Y" feats.

Also, no amount of feats could EVER overpower non-casters when compared to casters. Ever. A level 20 commoner with every single feat ever (except for spellcasting feats) and no ability to use spells or SLAs will be far, FAR below the power and utility of a magus, paladin, ranger, bard... The comparison becomes hilarious when you start to include wizard, druid, cleric, sorcerer, oracle, witch, etc...


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Sorry for not responding, had to finish up some stuff like college, get a job, etc.
I took all the feedback from this thread and two other places, and I crunched through it, and what came out was this:
Fighter Full Fix
Biggest new changes:
1. Versatility. It is by far the biggest change now. Floating feat goodness, yay!
2. Buffed Walk It Off (and renamed, as there is a feat named Shake It Off) with 10th and 15th level progression that includes more conditions.
3. Took all the DR advice, folded all that armor and weapons training into a single, flexible feature. Also retooled the capstone.
4. Fighter now starts with an exotic weapon proficiency. Yay!


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I'd be all for this if there was another caveat: Cold Iron can NEVER, EVER be enchanted, either temporarily or permanently.

Also, it'd be neat if cold iron weapons had the ability to ignore spells such as Shield, Mage Armor, etc. Sadly, the game would need to have a good definition on what is an enchantment, what is an "improvement", and it's not in right now...


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Ladies and gentlemen, The Boz proudly presents...

The Wild Mage

A full arcane caster that is barely in control of his own powers, the Wild Mage does not study magic like a Wizard, nor does he awaken ancient powers from within like a Sorcerer. Wild Mages are people that have just had magic happen to them. Wild magic. An old and forgotten source of arcane power that was not used for hundreds, if not thousands of years, and for good reason.

Role: Wild mages are potent, if somewhat unpredictable or undependable, spellcasters. Saying they learn spells at a slow rate is not exactly accurate, as they have new spells just... happen to them, with almost no study, concentration, effort or control on their part. However, wild magic draws power from one of the most potent of arcane sources, and wild mages, living conduits to these unknown sources, benefit greatly from this. They can unload an impressive torrent of arcane energies before being exhausted.

Alignment: Any. Wild mages of different alignments or character traits view their... talents in different ways.

Hit Die: d6

Starting Wealth: 1d20 × 1d20 gp. Wild mages come from all walks of life, and commoner and lord alike has no control of where and when the "talent" will take root. Additionally, each character begins play with an outfit worth 10 gp or less.

Armor & Shield Proficiencies: None. When wearing armor or using a shield, the wild mage experiences more extensive penalties than other arcane spellcaster. In the case of spells with somatic components, in addition to the spell failure chance, an armor or shield also increases the Wild Manifestation chance by an equal amount.

Weapon Proficiencies: All simple weapons.

Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

The Wild Mage Table

Spells: A wild mage casts arcane spells drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a wild mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wild mage's spell is 10 + the spell level + the wild mage's Charisma modifier.

The wild mage needs no special meditation, preparation or prayer to gain his spells per day; a racially appropriate full rest is enough. He also ignores the requirement for all focuses and material components with a value of 1 gold piece or less. He ignores the requirement for all focuses and material components with a value of 100 gold or less, but his wild manifestation chance increases by a value equal to the gold value of components or focuses required. The wild mage can never learn to cast a spell that has a focus or material component with a value of over 100 gold.

Like other spellcasters, a wild mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Charisma score.

Spells per day

Wild Spell: A wild mage's selection of spells is both extremely limited and not fully in his control. To learn a spell of a level that he could cast, a wild mage needs to use his Spell Set and Wild Spell. A Spell Set is a list of three spells of the same level. To learn a spell from that list, the wild mage must gain a Wild Spell of the appropriate level, and then roll a d3 to determine the spell he learns from the Spell Set. Once he learns a spell, he removes the spell from the set and adds another spell to that Spell Set.
Even though the wild mage has no spellbook, and learns a fairly small number of spells to cast, the wild mage player should always keep a list of all his spells and Spell Sets, even if he can no longer roll to learn from them.

The wild mage begins play knowing four 0-level spells and one 1st-level spell. All of these spells must be rolled for by using the four 0-level and one 1st level Spell Sets that he gains at 1st level. At each new wild mage level, he gains one or more new spells, as indicated on table The Wild Mage. Unlike spells per day, the number of spells a wild mage knows is not affected by his Charisma score; the spells he knows for each level are fixed. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the wild mage has stumbled upon through some unknown arcane process.

Wild Manifestation: Even learned wizards have difficulty understanding wild magic, to say nothing of using it. The fact that a wild mage can tap into this arcane source is a small miracle in itself. But this power does not come without cost. With each spell cast, the wild mage risks a surge of arcane power that can have terrible consequences. With each casting, a wild mage has a 30% chance of causing a Wild Manifestation of the appropriate level. If a manifestation occurs, roll a d10 to determine the effect using the appropriate table from the ones below. Unless a manifestation result specifically notes otherwise, it does not interrupt the wild mage's spellcasting.

0 and 1st level Wild Manifestation Table

2nd and 3rd level Wild Manifestation Table

4th and 5th level Wild Manifestation Table

6th and 7th level Wild Manifestation Table

8th and 9th level Wild Manifestation Table

The mere act of trying to cast a spell is often enough to manifest this chaos on the material plane; the spell doesn't have to be completed to have a chance of manifesting the random effect. Note that all effects that could cause the Wild Manifestation chance to increase are cumulative. If the chance exceeds 100%, a manifestation is guaranteed to happen, and there is a chance equal to the manifestation chance minus 100 that the effect will be automatically escalated.

Wild Crafting: The wild mage's arcane powers are chaotically tainted beyond repair. In addition to spells, this also shows in any equipment the wild mage tries to craft. Wands, scrolls, potions and similar magical items that a wild mage crafts will have a 30% chance of causing a Wild Manifestation, regardless of who uses them. Magical equipment such as armor and weapons has a 30% chance to have one of the effects rolled for using the table below.

Crafting Manifestation Table

Control Pool: The wild mage is not without means of shaping, directing or defending himself from the manifestations of wild magic he causes. He starts with a Control Pool that has several uses and fully replenishes after rest. The pool has a number of points equal to the wild mage's level + his Charisma modifier, rounded up.
The wild mage has two methods of restoring his control points, but they can never go above their maximum. The first method is showing control and discipline when using his magic. If he casts three spells in a row with no wild manifestation occuring, he regains one control point, and one additional control point for each additional spell with no wild manifestation. The second method is completely giving in to the arcane torrents, and allowing wild manifestations to roam freely. Any time the wild mage casts a spell without a wild manifestation, he can voluntarily cause one and regain one control point. In either case, only spells of level 1 or above count; cantrips are too simple to achieve the desired effect.
The first use of the control points is to suppress a wild manifestation after it becomes clear that one is about to happen. This costs a number of points equal to the manifestation's level (1 for 0 and 1st level spells, up to 5 for 8th and 9th level spells).
Control points also allow the wild mage to escalate or deescalate a wild manifestation after it becomes clear that one is about to happen. This costs a number of points equal to the manifestation's intended level. In either case, the wild mage does this after the effect has been determined, and only the table and the effect is exchanged.
Example: if a 4th level spell results in a wild manifestation, and the result of the d10 is 4 (additional wild manifestation chance), the caster has an option to either suppress the effect (so that no manifestation happens) by spending 3 control points, deescalate it (target gains save bonuses) by spending 2 control points, or escalate it (caster is healed for 4d6 hit points) by spending 4 control points.
A manifestation can only be voluntarily escalated or deescalated once. Using the control points is a free action taken during the spellcasting process, and required no extra effort or concentration.

Adapted to Wild Magic: The wild mage has enjoyed the gifts or suffered the consequences of his unique ability for a long enough time to learn how to deal with the phenomenon. Wild Magic Fields not only fail to affect him in a negative way, but they increase the effective caster level and DCs of all his spells by 1.

Wild Power: At level 3, the wild mage has begun to tap into the pool of uncontrollable energies for long enough to become deeply affected by it. His effective caster level is permanently lowered by 1, but when casting spells or crafting, it is increased by 1d2 for that spell or attempt, rolled every time he casts a spell. The effective caster level penalty increases every time the Wild Power increases as well, becoming -2/+1d4 at level 7, -3/+1d6 at level 11, -4/+1d8 at level 15 and finally -5/+1d10 at level 19.

Spell Manifestation: From level 4 onward, the wild mage has learned to open himself up to a powerful flow of uncontrolled arcane energies in order to cast a spell that he doesn't really know how to cast. By using Spell Manifestation, the wild mage can, as a free action, roll a d3 for a chosen Spell Set level and gain the resulting spell temporarily. The wild mage must begin to cast this spell within a minute of gaining it, and the casting of it has an additional 100% wild manifestation chance. Spell Manifestation can not be used to gain spells from his currently active Spell Set, IE the highest level of spells the wild mage can cast.

Wild Metamagic Feat: At 5th, 10th, 15th and 20th level, the wild mage can take any metamagic feat that he has the prerequisites for. Metamagic feats gained this way do not increase the casting time to full-round actions, but instead increase the manifestation chance by 65%. For the purposes of the manifestation tables, the spell's original level is taken into account, and not the spell level modified by a metamagic feat.

Wild Defense: When gaining this ability, the wild mage must select either his AC, Fort, Ref or Will save. After that, any time he needs to, but only once per round, he can gain a 1d6 bonus to his chosen defense. Doing so increases his next spell's wild manifestation chance by 100%. The wild mage can only have one manifestation chance increase from Wild Defense, and he can't use Wild Defense again if he has it.

Redirect Manifestation: With this ability, the wild mage gains another use of his Control Pool. He can change the target or location of any wild manifestation he caused to any other target or location within 60 feet of himself as a free action that costs a number of points equal to the manifestation's level.

Persistent Wild Magic: When entering an antimagic field, the wild mage needs to try hard not to let the arcane energies burst forth into the field like water through a dam. Any antimagic field he enters instead becomes a wild magic field. This effect can be suppressed as a standard action.

Forceful Wild Magic: Whenever the wild mage is a target of a spell, or is inside a spell's target area, the caster is affected as if he was inside a Wild Magic Field. The wild mage is unaffected by this ability, and it can be conciously suppressed by the wild mage as a standard action.

Multiply Manifestations: Whenever the wild mage causes a manifestation to happen by casting a spell, he can not only redirect it at one target, but also multiply it and send the manifestation to several targets within 60 feet of himself. In addition to the number of control points expended for the Redirect Manifestation ability, the mage also spends one additional point per each target after the first that a manifestation has been redirected to.

Anyspell Manifestation: At level 18, the wild mage can attempt to force a torrent of arcane energies into any magical shape he knows to exist as a standard action. Instead of attempting to gain a spell from a Spell Set as if using Spell Manifestation, he chooses one spell that is neither on the list of his spells known, or on any of his Spell Sets, but is on the sorcerer/wizard spell list. He has a 50% chance of gaining that spell as per Spell Manifestation. Failure generates a manifestation of the appropriate level. He can attempt this any number of times per day, but each spell can only be attempted once per day, and the ability can only succeed once per day.

Wild Magic Aura: At level 20, the wild mage has become a fissure of uncontrollable energy, radiating a wild magic field in a sixty foot radius around himself. This ability can be suppressed or reactivated by the wild mage as a standard action. If the aura is destroyed or removed through powerful magics, such as Mage's Disjunction, it will reform the next day.

New feats and items: Below are explanations of the new feats and magical items that the wild mage can use, or that could appear in a world where wild magic is present.

Extra Wild Spell: This feat allows the wild mage to learn one more spell from the Spell Set that is no longer active, as if he gained a Wild Spell of the appropriate level. This feat can be taken several times, but no two Extra Wild Spells can be for the same Spell Set level. Requires level 4 Wild Mage.

Extra Control: This feat allows a wild mage to increase his control pool by 4 points. It can be taken several times, and the effects stack. Requires the Control Pool class feature.

Extra Spell Manifestation: This feat grants you one additional use of the Spell Manifestation ability per day. It can be taken several times, and the effects stack. Requires the Spell Manifestation class feature.

Extra Wild Defense: This feat grants the wild mage the ability to choose another type of defense when using Wild Defense, and he can activate both types in the same round. This feat can be taken up to three times, granting another type of defense each time. Requires the Wild Defense class feature.

Greater Wild Defense: This feat increases the Wild Defense bonus to 1d10. Requires the Wild Defense class feature.

Wild Penetration: You gain +1d4 to caster level checks to beat a target's spell resistance. Wild mages can not take Spell Penetration. The Greater version of this feat increases the bonus to +1d8.

Stone of Control: A magic item created by powerful mages to defend themselves from wild magic fields. Wearer is immune to all effects of a wild magic field or similar ability, such as the wild mage's Forceful Wild Magic, but not to wild manifestations themselves. Wild mages that use this item can not cast spells or use any of their class features; they are effectively cut off from their arcane power. Stones are available in the form of necklaces or crowns for willing users, and strong collars or cuffs for the unwilling ones.
Price: +2; Crafting Requirements: Craft Magic Arms and Armor, Resilient Sphere; Aura: moderate abjuration; CL: 7

New spells: When gaining a Wild Spell of the appropriate level, the wild mage can choose to gain one of these spells automatically instead of rolling for a new spell known.

Lesser Wild Goading, Wild Goading, Greater Wild Goading: These spells, available at spell levels 1, 3 and 5, restore 1, 2 or 3 points of the caster's control pool when cast. Additionally, each of these spells has manifestation chance increased by 100%, and the resulting wild manifestations can not be suppressed.

Wild Magic Field: This spell creates a wild magic field. As a spell, it functions as Antimagic Field, and is added to the sorcerer/wizard list at 6th level, to the cleric/oracle list at 8th level and might replace Dispel Law in the Chaos domain list.
A wild magic field is an area where normal magic is intertwined by unknowable and uncontrollable forces. Passive enchantments on magical items are unaffected, but spell casting, supernatural abilities, magical potions, wands, scrolls and items that can be used to cast spells are. Such things suffer a 30% chance of causing a wild manifestation when used. Extraordinary abilities are unaffected. Magical items crafted by wild mages do not suffer from the ill effects; instead, each time they are used, they have a 30% chance of the magic being twice as effective or lasting twice as long, even if they are taken outside the field. When cast by a wild mage, this spell restores 4 points of the caster's control pool.

Well, that's about it. If you like tier 3 full casters, randomness and rolling lots of dice, you are probably going to like this guy. Do you have any comments or critique? I want to get a discussion going.


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51. 101 Ways to Cook a Human - The book, bound in a type of leather that you're better off not examining closely, appears to be a huge collection of recipes for preparing human meat. "No parts go to waste!" is written on the back.


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Just ignore him, he's trying to move the discussion back by a few dozen posts.


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So archers don't need CON, but casters do?
And because casters need PRIMARY STAT and CON, it makes them MAD?
Whatever, I'm done bashing my head against this particular wall.


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"You mean I can put the -2 in my dump stat and place +2 in my two most important stats just like that!?"
I fail to see how that encourages roleplaying as opposed to rollplaying.


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Reducing WBL = giving noncasters the shaft.


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Shanwolf wrote:

...I've found that limiting it to Divine Casters gives those caster types more options when it comes to going earlier in combat...

...but this gives casters a "leg up" in order to make them more viable as combatants (as opposed to just sitting around waiting for damage and being "healbots")...

Are you being serious right now?

This is a bad idea. A very bad idea. Giving the same effect to certain classes as a non-feat boon is good (monk comes to mind almost instantly, so I gave it to them in my fix), but putting it out as a feat available to all is a terrible idea. ESPECIALLY if you limit it to casters.


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For those players that feel that Fighter is somewhat lacking in certain circumstances, here's a quick and simple fix that's easy to apply.
Note: I only listed changes here. The rest of the fighter functions exactly as it does right now.

The Fighter Fix

Skill Ranks Per Level: 4 + Int modifier

Fighter Fix Table

The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
(same as they are right now, this is just a reference)

Career: At level 1, a Fighter chooses one of the various possible careers that he pursued earlier in life. This choice can not be changed.
Diplomat - Gains Knowledge (nobility) and Diplomacy as class skills.
Mercenary - Gains Appraise and Sense Motive as class skills.
Surgeon - Gains Heal and Perception as class skills.
Wanderer - Gains Knowledge (geography) and Linguistics as class skills.
Mageling - Gains Knowledge (arcana) and Use Magic Device as class skills.
Gambler - Gains Bluff and Sleight of Hand as class skills.
Entertainer - Gains Acrobatics and Perform as class skills.
Historian - Gains Knowledge (history) and Knowledge (local) as class skills.
Spy - Gains Disguise and Escape Artist as class skills.
Preacher - Gains Knowledge (religion) and Knowledge (planes) as class skills.
Burglar - Gains Stealth and Disable Device as class skills.
Hermit - Gains Heal and Knowledge (nature) as class skills.

Resilience: At level 1, a fighter chooses either Reflex or Will saving throws to gain the good progression. This choice can not be changed.

Improvise: A fighter of 2nd level and higher can use broken equipment without penalties. If the item in question is a weapon or a suit of armor that the fighter is proficient with, he gains a bonus equal to half his level to any check made to repair the item.

Armored Skin: At 3rd level, the fighter has learned to angle his armor in just the right way in order to absorb blows. He gains damage reduction 1 against all physical attacks when wearing light armor, 2 when wearing medium armor, and 3 when wearing heavy armor. Weapons that have an enchantment higher than the armor's enchantment will bypass this damage reduction. This damage reduction does not function in situations in which the fighter loses his armor or dexterity bonus to AC.

Quick Study: When checking to see if the fighter qualifies for a feat that has a BAB requirement, treat the fighter's BAB as 1 higher than it actually is. The effect of this ability, gained at level 4, increases by 1 at levels 8, 12 and 16.

Shake It Off: After a fighter fails a saving throw against an ability which causes a condition, he can spend a move action on his following turn and try the saving throw again. He is only given this one additional chance. Conditions affected are Shaken, Fatigued, Dazzled, Sickened and Deafened.

Aggressive Charge: When a 6th level fighter charges a creature that is within his movement speed, he can instead perform an Aggressive Charge. The fighter gains no attack bonus for this charge, and he takes a -4 penalty to his AC until the start of his next turn, but he can perform a full attack action against this target.

And there we have it. Skill points make him as smart as a barbarian, he learns a couple of new skills in a fluffy way, one of his saves gets a boost which replaces the bravery bonus, he gets a bit tiny bit tankier in combat, he can punce without feat expenditure, and then gains a few really small but really neat perks, just so he can feel good about himself.
Any thoughts or comments? Please, I want some feedback on this.