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A friend expressed his desire to play a poisoner in my game, so I wanted to see how they work and so on... Yeah, they don't work. So I thought I'd change that.
After working on those, I saw that alchemy and non-caster crafting as a whole needed some help, so that is going to be my next goal. Craft (alchemy) will have four feats attached, divided among the main ways to practice alchemy. First off, there's Poisons. That one is done. My next project is Substances, which would include explosives, acids, glues, etc. After that is done, I want to work on Concoctions, which would include healing poultices and potions, buffs, permanent stat increases, etc. Finally, there would be Materials, which would focus on temporary and permanent transmutation of metals, weapons, things like that. Like the poisoner above, certain classes would get the requisite crafting feat and/or crafting mastery for free early in their development.
How do you like the poisoner and poisons so far? Do you have any advice for the rest of my goals?
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. 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. 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.
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. 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.
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.
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.
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.
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.
The Fighter Fix Skill Ranks Per Level: 4 + Int modifier 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).
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.
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.
Ladies and gentlemen, The Boz proudly presents... The Monk 2.0 A hopefully functional and completely viable Monk. My main goal here was making the monk an actually capable and versatile character with many tactical options. You will notice that he lost several of his signature abilities, but he gained a number of bonus feats through which he can customize his playing style. He is now a full BAB martial damage dealer, he gained several options to lessen his MAD problems, and I folded several Pathfinder Monk archetypes into optional feats, giving the player the ability to adapt to several situations and be a contributing member of the party on more occasions. As far as tiers are concerned, I am aiming for the middle or low tier 3 with this homebrew class.
Hit die: d8. Alignment: Any Lawful. Starting Wealth: 1d6 x 10 gp (average 35gp). In addition, each character begins play with an outfit worth 10 gp or less. Armor & Shield Proficiencies: None. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities. Weapon Proficiencies: battle poi, brass knuckles, cestus, chakram, club, composite longbow, composite shortbow, dagger, flying talon, handaxe, javelin, kama, longbow, nunchaku, quarterstaff, rope gauntlet, sai, shortbow, shortspear, short sword, shuriken, siangham, sling, spear, spiked chain, starknife, temple sword, thorn bracer and throwing knife. Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str). Skill Points: 4 + Int modifier. Abilities Explained: An explanation of the above mentioned features and abilities. If a particular item does not appear below, it functions exactly as it does right now in Pathfinder.
Focused Fist: Starting at level 2, a monk can declare to use Focused Fist as a standard action. This unarmed attack deals normal damage and forces the target to make a Fortitude saving throw (DC 10 + 1/2 character level + Wisdom modifier) or suffer ill consequences. Unless otherwise noted, Focused Fist costs 1 ki point. Only one of the listed effects can be applied with a single Focused Fist, but the target can suffer from multiple effects at the same time.
Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed. This starts as +10 feet, and increases by 10 feet every 3 levels, up to a maximum +60 at level 18. A monk in armor or carrying a medium or heavy load loses this extra speed.
Slow Fall: At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall is equal to 1/2 his level times 10 feet, until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm. Unless a fall renders the monk unconcious or brings him to 0 hit points or lower, a monk will always land on his feet.
Abundant Jump: At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical and horizontal jumps. In addition, he always counts as having a running start when making jump checks.
Tongue of the Sun: Gained at level 7, allows verbal communication with all humanoids capable of such. This has no effect if the monk himself is incapable of communication. Purity of Soul: At 9th level, the monk becomes immune to all disease and corruption, including supernatural and magical diseases. Purity of Self: At 11th level, a monk gains immunity to poisons of all kinds.
Tongue of the World: From level 13 onward, a monk can communicate with all sentient beings. This has no effect if the monk himself is incapable of communication. Timeless Body: A monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up. Everlasting Body: A monk becomes effectively immortal, capable of living forever if he doesn't fall in combat. Perfect Body: The monk's body has achieved perfection, and for every ability score with a natural value of 18 or more, he gains 2 ability points to distribute as he sees fit. Perfect Self: At 20th level, a monk becomes a magical creature. He can choose to count either as an outsider and his race, only an outsider or only his race whenever prompted for the purpose of spells and magical effects. This choice is available regardless of any effects might limit the monk's perception, action or sanity, and is even available while the monk is dead. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Bonus Feats: A monk gains a number of bonus feats as he gains levels. The list of feats expands as the monk gains levels, and a higher-level monk always has the option to take a lower-level feat as well as any feats recently qualified for. Combat feats that specifically appear on this list have no BAB or monk level prerequisite if taken as a monk bonus feat, but all other requirements remain. Feats that are [U]underlined[/U] are only available through using a monk bonus feat, while others are available through normal feats no earlier than the level they appear on this list. The Monk 2.0 Bonus Feat Choices New Feats Explained: An explanation of some of the feats listed in the table above. If a particular feat does not appear below, it functions exactly as it does right now.
Maneuver Training: A monk with this feat can never have his combat maneuvers turned against him, and he always gets to turn a combat maneuver upon his attacker if he successfully defends against them. If two monks with this are locked in combat, the never rule takes precedence.
Gorgon Attack: This 1 ki point power allows the monk to make a staggering blow as a standard action with any monk weapon or while unarmed. The attack can only be performed on foes that have been slowed or immobilized. The target must succeed at a Fortitude saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier) or become slowed as per the slow spell for a number of rounds equal to the monk's Wisdom modifier. For feats and abilities that modify the Focused Fist ability, this counts as a Focused Fist attack. Requires Scorpion Attack.
Ki Tempest: As a 1 point ki power, this allows the monk to divide all of his melee attacks among multiple targets. A monk can also make his 5ft step between any two attacks without breaking the chain.
Medusa Attack: With this 1 ki point power, all your attacks and maneuvers against dazed, flat-footed, paralyzed, staggered, stunned, or unconscious targets automatically become critical threats while natural critical threats are automatically confirmed. Requires Gorgon Attack.
Improved Wholeness: By increasing the cost of Wholeness of Body by 1 ki point, the monk can heal a number of hit points equal to twice his monk level + his Wisdom modifier instead. Requires Wholeness of Body.
Cockatrice Attack: This 1 ki point power allows the monk to petrify flesh as a standard action attack with any monk weapon or while unarmed. The attack can only be performed on foes that are paralyzed, staggered, stunned, or unconscious. If the attack results in a critical hit, the target can attempt a Fortitude saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier) in order to ignore the effects. This supernatural polymorph effect is permanent, but the monk can touch the stone and expend an additional ki point in order to end it. On a successful save, or if the attack failed to generate a critical hit, the target is slowed and immobilized for a number of rounds equal to the monk's Wisdom modifier. For feats and abilities that modify the Focused Fist ability, this counts as a Focused Fist attack. Requires Medusa Attack.
Protective Meditation: Whenever the monk fails a saving throw against a death effect, charm, domination, illusion or similar spell, he can enter a meditative stance and be treated as if he passed the saving throw. The meditative stance lasts a number of rounds equal to the spell's level - the monk's Wisdom modifier, down to a minimum of 1 round, and the monk can perform no actions while meditating, but no penalties to his defensive capabilities apply. Exiting the meditative stance early will immediately cause the spell resisted to come into full effect. If he still has uses of Calm Meditation for the day, he can count as using one when this ability is triggered. Requires Calm Meditation.
Spectral Body: With this ki power, the monk can become ethereal for one minute as per the spell ethereal jaunt at the cost of 3 ki points. This is a standard action. Requires Shadow Body.
Foresight: His devotion to the laws of the universe have given the monk a deeper understanding of the underlying fabric of nature. He gains a +2 insight bonus to attack, damage, CMB, CMD, AC, all saves and spell resistance. As a move action, the monk can grant these bonuses to any allies within 30 feet for a number of rounds equal to the monk's Wisdom modifier at the cost of 2 ki point per ally.
Perfect Style: The monk can maintain up to five styles active at the same time, and he can enter all five as a free action, or spend 1 ki point to do so as an immediate action. Requires Incredible Style.
Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk, but retains all monk abilities. Monks that take a level in any other class or prestige class retain all their monk abilities, and are welcome to continue their monk studies afterwards. Favored Class Bonuses:
Well, that's about it. The monk is fixed, I think. Would you agree? Do you have any comments or critique? I want to get a discussion going. |