Harry Potter Base Class - The Hogwarter


Homebrew and House Rules

RPG Superstar 2014 Top 16

Here's my homebrewed whack at a Harry Potter-style wizarding class. Its borrowings from the warlock class are obvious, but then, I'm not pretending that this couldn't just be a warlock variant. Suggestions, comments, and constructive criticisms regarding balance, flavor, playability, and naming are all welcomed and greatly appreciated!
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Hogwarter

Alignment: Any.

Class Skills
The hogwarter’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Base Attack Bonus: Medium.

Fortitude Save: Poor.

Reflex Save: Poor.

Will Save: Good.

Level-------Special
1-------------Stupefy 1d6, wand magic,magic literate, cantrips
2-------------Charms (least)
3-------------Stupefy 2d6
4-------------Brew potion
5-------------Stupefy 3d6
6-------------New charm (least or lesser)
7-------------Stupefy 4d6
8-------------Wizard duelist
9-------------Stupefy 5d6
10------------New charm (least, lesser, or greater)
11------------Stupefy 6d6
12------------Apparition
13------------Stupefy 7d6
14------------Expecto patronum
15------------Stupefy 8d6
16------------New charm (least, lesser, greater, or greatest)
17------------Stupefy 9d6
18------------Silent charms
19------------Stupefy 10d6
20------------Master wizard

Class Features
The following are the class features of the hogwarter.

Weapon and Armor Proficiency: Howarters are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a hogwarter's movements, which can cause his spells with somatic components to fail.

Wand Magic (Su): A hogwarter’s wand is the sole tool through which he focuses his arcane abilities and is an extension of his magical self. A hogwarter is bonded to his wand in a capacity that is similar, but not identical, to the way in which a wizard is bonded to a special object or familiar.

Hogwarters begin play with a wand to which he is bonded (hereafter called a “bonded wand”) containing 50 charges of a 0-level spell of his choice from the sorcerer/wizard spell list at no extra cost. The hogwarter can use any spell of 4th level or lower contained within his bonded wand so long as it appears on the sorcerer/wizard spell list. If a hogwarter attempts to use a charm or any of his spell-like abilities without his wand in hand, he must make a concentration check or lose his action. The DC for this check is equal to 20 + the charm or ability’s equivalent spell level.

At 5th level, a hogwarter can change the spell contained within his wand as if he has the Craft Wand feat. A hogwarter’s wand loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its wand magic properties and can be used to craft a new wand. The wand abilities for a hogwarter’s wand only function for the hogwarter who owns it. If the wand’s owner dies, or the wand is replaced, the wand reverts to being a non-magical length of wood (or other, inexpensive material).

If the wand is damaged, it is restored to full hit points the next time the hogwarter has finished resting for eight consecutive hours. If the wand lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per hogwarter level (plus any additional for purchasing a wand that already contains charges for a spell). This ritual takes 8 hours to complete. Wands replaced in this way do not possess any of the charges of the previous bonded wand. A hogwarter can designate an existing wand as his bonded wand. This functions in the same way as replacing a lost or destroyed wand except that the new wand retains its abilities while gaining the benefits and drawbacks of becoming a bonded wand.

Finally, a hogwarter’s bonded wand can be used to trace the somatic components of his spell-like abilities, meaning he can still use charms even when his hands are full, so long as his wand is in one hand.

Stupefy (Sp): At 1st level, a hogwarter learns to summon a bolt of powerful magical energy with the simple flick of his bonded wand and the utterance “stupefy!” This ability is a ranged touch attack with a range of 60 feet that can be used at will, affecting a single target and allowing no saving throw. A successful hit deals 1d6 damage at 1st level and increases by 1d6 every two hogwarter levels thereafter. This attack threatens on a roll of natural 20 and deals double damage on a critical hit. Using this ability is a standard action that provokes attacks of opportunity.

Magic Literate (Su): A hogwarter is schooled in the methods and practices of arcane magic, even if their own charms differ from the spells of traditional wizards and sorcerers. A hogwarter is treated as a wizard equal to his class level for the purposes of using scrolls, wands, and staves. A hogwarter, however, is incapable of recharging a staff.

Cantrips: A hogwarter begins play knowing a number of cantrips, or 0-level spells, equal to 3 + his Int modifier. These are drawn from the sorcerer/wizard spell list and are treated as charms (see below) with an equivalent spell level of 0. A hogwarter learns an additional cantrip at each level after 1st in addition to the charms he begins learning at 2nd level.

Charms (Sp): A hogwarter does not prepare or cast spells as other users of arcane magic, but instead practices the use of charms: arcane formulae that replicate effects commonly found in the traditional repertory of arcane magic. A hogwarter can use any charm he knows at will, with the following qualifications:

A hogwarter’s charms are spell-like abilities; using a charm is therefore a standard action that provokes attacks of opportunity. A charm can be disrupted, just as a spell can be ruined during casting. A hogwarter is entitled to a concentration check to successfully use a charm if he is hit by an attack while doing so, just as a spellcaster would be. A hogwarter can choose to use a charm defensively by making a successful concentration check (as a spellcaster would) to avoid provoking attacks of opportunity. A hogwarter’s charms are subject to spell resistance unless otherwise stated in the replicated spell’s description. A hogwarter’s caster level for his charms is equal to his character level.

The save DC for a charm (if it allows a save) is equal to 10 + the equivalent spell level + the hogwarter’s Intelligence modifier. The Spell Focus feat increases the DC of all charms that replicate a spell from the school chosen when taking the feat. A hogwarter cannot take the Ability Focus feat to improve the DC of his charms, but feats that otherwise affect spell-like abilities can be taken normally.

The four grades of charms, in order of their relative power, are least, lesser, greater, and greatest. A hogwarter gains knowledge of two charms at 2nd level, both of which must be of the lowest grade (least). A hogwarter learns a new charm at each level after 2nd. At 6th level, a hogwarter can learn new charms from both the least and lesser grades. At 10th level, a hogwarter can learn new charms from the least, lesser, and greater grades. At 16th level, a hogwarter can learn new charms from any grade (including the greatest grade).

Upon reaching 4th level, and at every even-numbered level thereafter (6th, 8th, and so on), a hogwarter can choose to learn a new charm in place of one he already knows. The new charm’s grade must be the same as that of the charm being exchanged (or lower). In effect, the hogwarter loses the old charm in exchange for the new one. A hogwarter may only swap a single charm at any given level, and must choose whether or not to swap at the same time he learns a new charm for the level.

While using a charm is an at-will ability, a charm with an ongoing duration (a duration greater than instantaneous) can only have one effect at a time. For example, while a hogwarter can have reduce person, magic aura, and grease charms all running simultaneously, he cannot have two grease charms in effect at the same time. Using a charm with an ongoing duration before a previous use of that same charm has not yet expired effectively “replaces” the original use, automatically ending the first charm’s effect.

Charms function identically as the spells for which they are named using the hogwarter’s class level as his effective caster level.

Brew Potion: At 4th level, a hogwarter gains Brew Potion as a bonus feat. A hogwarter can brew a potion without access to the spell that is a prerequisite for its creation. The hogwarter must make a successful Use Magic Device check (DC 20 + caster level) to emulate any spell normally required to brew a potion. If he fails the check, the hogwarter cannot attempt to brew another potion for the next 24 hours.

Wizard Duelist: At 8th level, a hogwarter can use his charms to counterspell the spells of traditional spellcasters. In addition, once per round, a hogwarter can counterspell an opponent’s spell even if he has not readied the action to do so. This counterspell action takes the place of the hogwarter’s next turn. A hogwarter can’t use this feat when he is flat-footed.

Apparition (Sp): At 12th level, a hogwarter gains the ability to teleport (as the spell) at will as a greater charm equivalent to a 5th-level spell. Unlike other charms, however, a hogwarter can use apparition without using verbal or somatic components and can use this charm without his bonded wand in hand.

Expecto Patronum (Sp): At 14th level, a hogwarter learns to use a powerful memory of tremendous joy to summon an animal guardian of insubstantial magical energy to protect him in times of need. Once per day, a hogwarter can summon this guardian (called a patronus) as an immediate action that does not provoke attacks of opportunity. While this ability is in effect, the hogwarter gains complete immunity to all fear and mind-affecting effects. At any time, the hogwarter may sacrifice his patronus as a free action to gain the ability of improved evasion until the start of his next turn. The patronus lasts for one round for every two levels the hogwarter possesses.

Silent Charms: At 18th level and higher, a hogwarter can use his charms without verbal components.

Master Wizard: At 20th level, a hogwarter reaches the pinnacle of magical understanding. He can use his charms without the use of his bonded wand and targets struck by his stupefy ability are automatically stunned for 1 round.

Charms
Each charm is named for the spell it replicates with the appropriate incantation following in parentheses.

Least Charms: knock (alohamora), hold portal (colloportus), magic aura (deletirus), enlarge person (engorgio), grease (glisseo), [i]entangle (incarcerous), [i]produce flame (incendio), detect thoughts (legilimens), reduce person (reducio), hideous laughter (rictusempra), silence (silencio), feather fall (arresto momentum).

Lesser Charms (aka. O.W.L.-Level Charms): confusion (confundo), bestow curse (crucio), dispel magic (finite incantatum), freedom of movement (liberacorpus), modify memory (obliviate), slow (impedimenta), hold person (petrificus totalus), secret page (apparecium).

Greater Charms (aka. N.E.W.T.-Level Charms): repulsion (muggletum repello), disintegrate (evanesco), hold monster (immobulus), dominate person (imperio), animate objects (piertotum locomotor), mage’s private sanctum (protego totalum), guards and wards (cave inimicum), move earth (defodio).

Greatest Charms: finger of death (avada kedavra), irresistible dance (tarantallegra), spell turning (protego), greater arcane sight (specialis revelio), power word blind (obscuro), sunburst (lumos solem).

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Any comments or critiques, guys?


Hogwarts is the name of one school of magic,so it may not be appropriate as a class name.
And you need to write up an Animagus feat,as well.

Sovereign Court

This is a great idea, my wife will love to check it out.

RPG Superstar 2012 Top 32

Maybe give them the option for Stupify! to cause lethal or non-lethal damage. And maybe give it a scaling carrier effect, like dazzled or fascinated or shaken or sickened or fatigued, staggered or lesser confused or frightened or nauseated or exhausted, dazed or confused or panicked or paralyzed or asleep, and then stunned or insane or cowering or petrified or unconscious.

There should also be a way to use Stupify! to make ranged Combat Maneuvers, like disarming wands, bull rushes, and trips.

EDIT:

And don't forget to give them the option to have familiars (Hedwig, etc.), trademark magic items (invisiblity cloaks, flying brooms, magical practical jokes, etc.), etc.

Maybe have different kinds of magic wands that act as Spell Focus for certain types of spells, like a phoenix feather for evocation, a porcupine quill for necromancy, etc., stuff like that, but which makes more sense.

Sovereign Court

SmiloDan wrote:
Maybe have different kinds of magic wands that act as Spell Focus for certain types of spells, like a phoenix feather for evocation, a porcupine quill for necromancy, etc., stuff like that, but which makes more sense.

Cool!


A few minor points:

First off, there's no hit die listed for the class and given it's literary inspiration and its 3.5 inspiration, I would be evenly divided between d6 and d8 under the Pathfinder rules. With the scaling Stupefy ability, the class is clearly designed as a "ranged beater" type, but the Charms and so forth clearly step it into the camp of a clearly arcane caster. As such, I have no clear leaning towards one or the other.

Secondly, the class seems to be heavily weighted towards a "Harry Potter" type of character as depicted in the novels. That character focused heavily on the more "physical" arts of Hogwarts such as dueling, broomstick flying, and so forth. However, Hogwarts itself played host to a wide variety of characters whose individual foci were in dramatically different areas such as academics, herbology, and so forth. Instead of a broad-based "Hogwarts" class, this particular write-up might be better suited as a "Auror" class or something similar; a more specialized branch of the Harry Potter world.

Finally, I like the general concept of the Wand Magic class feature, but it departs radically from what was represented in the novels. For example, when Ron Weasley's wand was partially broken, it did not regenerate itself and when the main protagonist lost his own wand, it was a very long and involved process to replace it. I realize that the text for the Wand ability was inspired directly from the Pathfinder Wizard, but as the "Hogwarter" is an arguably dramatic departure from that Wizard, I would consider an equally significant departure from the wizard's Bonded Item class feature.

Other than that, I'm intriqued as to how this base class might progress as I've been itching to introduce my nephew to role-playing and this would be an excellent opportunity to do so in a manner that he would be familiar and comfortable with.

-Brooks


SmiloDan wrote:
Maybe have different kinds of magic wands that act as Spell Focus for certain types of spells, like a phoenix feather for evocation, a porcupine quill for necromancy, etc., stuff like that, but which makes more sense.

I like how you're thinking on this one, but remember that, according to the literature, the physical composition of the wand is not necessarily indicative of its focus or powers. For example, Harry Potter's original wand contained a feather from the exact same phoenix as did Voldemort's

It may be a better idea to merely "fluff" the composition of the wand and instead give it an extra bonus or two based on the character's specialization, alignment, or so forth.

-Brooks


SmiloDan wrote:

Maybe give them the option for Stupify! to cause lethal or non-lethal damage. And maybe give it a scaling carrier effect, like dazzled or fascinated or shaken or sickened or fatigued, staggered or lesser confused or frightened or nauseated or exhausted, dazed or confused or panicked or paralyzed or asleep, and then stunned or insane or cowering or petrified or unconscious.

There should also be a way to use Stupify! to make ranged Combat Maneuvers, like disarming wands, bull rushes, and trips.

EDIT:

And don't forget to give them the option to have familiars (Hedwig, etc.), trademark magic items (invisiblity cloaks, flying brooms, magical practical jokes, etc.), etc.

Maybe have different kinds of magic wands that act as Spell Focus for certain types of spells, like a phoenix feather for evocation, a porcupine quill for necromancy, etc., stuff like that, but which makes more sense.

Amazing additions if you ask me. I specifically like the trademark items, sure would give the class some degree of authenticity!

RPG Superstar 2012 Top 32

Brooks wrote:
SmiloDan wrote:
Maybe have different kinds of magic wands that act as Spell Focus for certain types of spells, like a phoenix feather for evocation, a porcupine quill for necromancy, etc., stuff like that, but which makes more sense.

I like how you're thinking on this one, but remember that, according to the literature, the physical composition of the wand is not necessarily indicative of its focus or powers. For example, Harry Potter's original wand contained a feather from the exact same phoenix as did Voldemort's

It may be a better idea to merely "fluff" the composition of the wand and instead give it an extra bonus or two based on the character's specialization, alignment, or so forth.

-Brooks

Actually, I've been thinking that different kinds of wands would give access to additional class skills. (Linguistics--parselspeak????)

We can assume that all the wizarding characters in the Harry Potter universe have this class, so it should probably be pretty versatile and flexible. You should be able to make a brainy Hermoine, a tough Harry, a trickster Wesley twin, a Xandery Ron Wesley, specialized in plants like what's his name, etc.

There should also be a way to make PrCs based on Aurors, Animaguses (Animagi?), Death Eaters, etc.

I almost wonder if this should be a new style of magic, with a variety of base classes using it: Maybe:
a +1/2 BAB, 1d6 HD, Good Will magic scholar (Hermoine/wizard)
a +3/4 BAB, 1d8 HD, Good Reflex magic athlete (Harry Potter/bard)
a +1 BAB, 1d10 HD, Good Fortitude magic thug (Harry Dresden/duskblade)

And instead of getting Charms and the New Charms class abilities, there will be Class Specialties, which give access to a least, lesser, greater, and greatest ability associated with a specific Class Specialty, like Defense Against the Dark Arts or Potions or Divinations, or Herbalogy or Curses or Transmogrification.

For example...

Defense Against Dark Arts.

Least: +2 on Saving Throws versus spells, spell-like effects, and supernatural abilities. This increases by +1 when you get the Lesser, Greater, and Greatest ability under this Class Specialty.

Lesser: Mettle. If you make a successful Fortitude or Will Save that has a negative effect on a successful save, you may ignore that negative effect.

Greater: Slippery Mind. If you fail a Will Save against an effect with an ongoing duration or effect, you may attempt another Save against it the following round.

Greatest: You can use Mindblank at will on yourself only.


SmiloDan wrote:

Actually, I've been thinking that different kinds of wands would give access to additional class skills. (Linguistics--parselspeak????)

We can assume that all the wizarding characters in the Harry Potter universe have this class, so it should probably be pretty versatile and flexible. You should be able to make a brainy Hermoine, a tough Harry, a trickster Wesley twin, a Xandery Ron Wesley, specialized in plants like what's his name, etc.

There should also be a way to make PrCs based on Aurors, Animaguses (Animagi?), Death Eaters, etc.

I almost wonder if this should be a new style of magic, with a variety of base classes using it: Maybe:
a +1/2 BAB, 1d6 HD, Good Will magic scholar (Hermoine/wizard)
a +3/4 BAB, 1d8 HD, Good Reflex magic athlete (Harry Potter/bard)
a +1 BAB, 1d10 HD, Good Fortitude magic thug (Harry Dresden/duskblade)

And instead of getting Charms and the New Charms class abilities, there will be Class Specialties, which give access to a least, lesser, greater, and greatest ability associated with a specific Class Specialty, like Defense Against the Dark Arts or Potions or Divinations, or Herbalogy or Curses or Transmogrification.

For example...

Defense Against Dark Arts.

Least: +2 on Saving Throws versus spells,...

I suppose this is the risk in trying to encapsulate a broad-based concept such as the "wizards and witches" of the Harry Potter universe into a single base class; the concept itself is large enough that a single class may have difficulty representing each of them.

Upon further consideration, I might suggest that instead of the wands themselves offering access to additional class skills, I would write those skills into the base class, or variants thereof.

Thinking about your variants, I'm now wondering if an extremely broad-based class might be a better way to go with the various "Hogwarts" variants then represented by prestige classes, or perhaps, by something like the advanced classes introduced in d20 Modern.

In the later idea, the "Hogwarts" class could represent the general magical training of all students at the academy, an advanced class their specialization while in still at the school, and a prestige class then relfecting their highly specialized adult career. For exmaple, Harry Potter: Hogwarts 4th (base Hogwarts class), Quidditch Seeker/Duelist/Physical Wizard 3rd (advanced class), Auror 10th (prestige class), or whatever.

As a purely literary assessment, I might swap Harry Potter and Harry Dresden in your scale. As I've always read both series of books, Potter is pretty much the "thug", solving problems with his athletic ability, sheer luck, and physical prowess while Dresden is an acomplished scholar of the magical arts coupled with the ability to "mix it up" directly with dark forces when necessary. Not trying to take anything away from either series, but that's what I've personally read into them.

-Brooks

RPG Superstar 2012 Top 32

Maybe allow 7 levels in Hogwarts (1 a year/book), a base class varied enough to cover a bunch of different aspects of Hogwartian wizardry. Then slip in some 3-level "advanced classes" for the little sub-specialties, then 10 level PrCs for Aurors, Animagus, Death Eater, mechanimaniac class (Mr. Wesley and his fly car!), etc.

Also, I've read Dresden refer to himself as a magic thug!!! He has a lot of power, but not a lot of finesse. He can blow down a door with pure telekinetic force, but can't sign his name with a telekinetic pen. Yet. I think he got better at the fire stuff--now he can light candles and not the drapes. (I'm only halfway through Turn Coat.) He's also good at making items and wards, which may or may not be part of the same skill set.

Why do all these mythoses (mythes?) use different rules??!!??!?!!?!?!

;-)


SmiloDan wrote:

Maybe allow 7 levels in Hogwarts (1 a year/book), a base class varied enough to cover a bunch of different aspects of Hogwartian wizardry. Then slip in some 3-level "advanced classes" for the little sub-specialties, then 10 level PrCs for Aurors, Animagus, Death Eater, mechanimaniac class (Mr. Wesley and his fly car!), etc.

Also, I've read Dresden refer to himself as a magic thug!!! He has a lot of power, but not a lot of finesse. He can blow down a door with pure telekinetic force, but can't sign his name with a telekinetic pen. Yet. I think he got better at the fire stuff--now he can light candles and not the drapes. (I'm only halfway through Turn Coat.) He's also good at making items and wards, which may or may not be part of the same skill set.

Why do all these mythoses (mythes?) use different rules??!!??!?!!?!?!

;-)

Amen on the differing rules, but I guess that's the challenge of trying to jam literary figures into a neat little set of rules!

Instead of 7 levels of a base "Hogwarts" class, maybe 4 levels would work. Then you could choose to continue generalized studies for another 3 levels of base class (I'm thinking Ron or Jenny Weasley) or a more specialized course of study for 3 levels reflected by an advanced class (i.e. scholar for Granger, athlete for Potter, or bad guy for Draco or something similar), and then into a prestige class after that.

As far as Dresden, I know that he calls himself a thug, but I can't remember all of the times that he's crept down to his basement laboratory for two or three days to research something. Plus I remember a scene at the end of one of the first books, (I believe it may have been the fourth) when he hooked up with his wolf buddies who were busy playing their version of "D&D" and Dresden wanted to join in. The quote was something similar to "Thews, I want to play something with mighty thews because I've been using my brain so much lately."

Dresden can certainly mix it up with the bad guys, but he is a classically trained wizard and, I suppose in real world terms, I would perhaps refer to him as a police detective with a liberal arts university degree; street smarts and brawn mixed up with a broad education and analytical ability.

In contrast, Harry Potter routinely drifts away from his formal education in preference for the more physical and adventerous aspects of Hogwarts.

Of course, that's simpy my take and I'm certain that others could provide an equally compelling argument in the other direction.

-Brooks

RPG Superstar 2012 Top 32

Yeah, I just get the feeling that it takes Dresden a couple days to do what most wizards can do in a couple of hours. But to each, their own.

You're probably right about 4 basic + 3 advanced + 10 prestige.

At what grade did they take their OWLS and NEWTS? Might be a good idea to start the advanced stuff right after those. Or one of those, if one was 7th grade.....

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Oh wow, okay, lots of stuff to tackle it seems.

Re: stupefy + conditions = I'd like to see it mirror the monk Stunning Fist progression, but I'm worried that there's a huge difference between always subjecting your enemies to a saving throw against status "X" for every ranged touch attack you make vs. a per day ability like the monk's SF. Is that reasonable?

Unfortunately, I'm not sure that the varying attack progressions is a tenable way to create a class that captures that variety of witches and wizards in Rowling's world. The hogwarter is, in truth,, more of an attempt to create a class that uses non-Vancian sorcerer/wizard spells in an ultimately (and hopefully) balanced way. Yes, it's always supposed to quite obviously allow a player to create a HP-esque character, but I'm more concerned with the class having fair, interesting class features that capture the magical themes of Harry Potter wizards as opposed to actually trying to infuse the hogwarter with DADA, herbology, and arithmancy foci and the baggage of Death Eaters, animagi, and aurors.

My hope is that the hogwarter could easily fit into any campaign setting while simultaneously being an iconic student of Hogwarts School of Witchcraft and Wizardry. Tall order? You tell me. (Oh, and continue with the useful suggestions! Also, feel free to actually write up any of your ideas in "class feature entry" form!)

Thanks guys!

RPG Superstar 2012 Top 32

Mikael Sebag wrote:

Oh wow, okay, lots of stuff to tackle it seems.

Re: stupefy + conditions = I'd like to see it mirror the monk Stunning Fist progression, but I'm worried that there's a huge difference between always subjecting your enemies to a saving throw against status "X" for every ranged touch attack you make vs. a per day ability like the monk's SF. Is that reasonable?

Unfortunately, I'm not sure that the varying attack progressions is a tenable way to create a class that captures that variety of witches and wizards in Rowling's world. The hogwarter is, in truth,, more of an attempt to create a class that uses non-Vancian sorcerer/wizard spells in an ultimately (and hopefully) balanced way. Yes, it's always supposed to quite obviously allow a player to create a HP-esque character, but I'm more concerned with the class having fair, interesting class features that capture the magical themes of Harry Potter wizards as opposed to actually trying to infuse the hogwarter with DADA, herbology, and arithmancy foci and the baggage of Death Eaters, animagi, and aurors.

My hope is that the hogwarter could easily fit into any campaign setting while simultaneously being an iconic student of Hogwarts School of Witchcraft and Wizardry. Tall order? You tell me. (Oh, and continue with the useful suggestions! Also, feel free to actually write up any of your ideas in "class feature entry" form!)

Thanks guys!

The old 3.5 Warlock let you spend an invocation known to add a condition to every eldritch blast, but that was quite costly, considering a 3.5 Warlock only got 12 invocations ever (well, more with the Extra Invocation feat, but you get the idea....). If we're giving them away for "free," then the monk's stunning fist progression (1 per level) or monk's ki pool mechanic (1/2 level + Int modifier) might work better.

I think giving a bonus class skill or two based on your type of wand might be fun. And then maybe incorporate some kind of ritual magic that uses different skills to add some utility.


What happened to wingardium leviosa? Mage hand/telekinesis, depending on how you want to approach it. And expelliarmus might be the most-used spell aside from stupefy, it definitely deserves a place.

Also, I second the necessity for a familiar option.

Edit: This is awesome, by the way. Excellent job!

RPG Superstar 2012 Top 32

wynterknight wrote:

What happened to wingardium leviosa? Mage hand/telekinesis, depending on how you want to approach it. And expelliarmus might be the most-used spell aside from stupefy, it definitely deserves a place.

Also, I second the necessity for a familiar option.

Edit: This is awesome, by the way. Excellent job!

There is a Tome of Magic binder vestige that gives you a mage hand with a Strength score equal to your binder level. That might be a good skeleton to build winardium leviosa.

And I think expelliarmus should be one of several "ranged combat maneuver tricks" the hogwartian should be able to learn. I can see ranged trip and ranged bull rush being popular as well.

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Idea: Perhaps the hogwarter's stupefy can perform combat maneuvers and apply conditions by losing damage dice in exchange? I'm thinking along the lines of the ambush feats found in Complete Scoundrel. Thoughts on how many d6's should be traded for each effect? (eg. fatigue = 1d6, ranged disarm = 3d6, etc.)

Sovereign Court

My biggest issue with the class is an auto-stun ability with no saving throw that attacks touch ac with a medium BAB. Its a bit of an 'I win' button against some single opponents. Other than that I thought this was quite a nice class.

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Alexander Kilcoyne wrote:
My biggest issue with the class is an auto-stun ability with no saving throw that attacks touch ac with a medium BAB. Its a bit of an 'I win' button against some single opponents. Other than that I thought this was quite a nice class.

Yeah, that's what I definitely want to avoid. The stun would definitely allow a Fort save (standard 10 + 1/2 level + Int modifier formula) and would require the exchange of several d6's of damage. Probably wouldn't even be available until later levels to boot.

I'm also guessing that for combat maneuvers, your CMB when using stupefy to perform a maneuver would equal class level + Int modifier (instead of BAB + Str)? Does that sound fair?

Thanks again for your input guys!

RPG Superstar 2012 Top 32

I think it might be neat to have Stupifying Condition Paths, like fatigued, exhausted, sleep, or shaken, frightened, panicked, or sickened, nauseated, unconscious, or staggered, dazed, stunned, etc. With saves, of course.

I'm not sure you need to cost dice of damage...the warlock didn't do that, and it was fairly balanced. But it had less class features and fewer invocations....

Hmmm.....


It's definitely a good base for a character class. You could also give it some SPD such as the progression of the NPC adept. That would give it room to work in a Pathfinder/3.5 campaign but still have the Hogwarts feel. And the wand could be as sort of manditory Arcane Bond.
One thing never totally explained is if a wizard in the Potterverse can use magic without one. I would guess they cant.

As for vancian vs non-vancian....lets face it, in fantasy noves and movies,only Vance used vancian magic...but it is the most familiar and easy to use to anyone who has rolled a d20 in the last

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