| Madak |
I've always been a fan of the "Jack-of-All-Trades" classes in games--here's my attempt at making one. It's fairly basic because taking a Sorcerer/Wizard and giving it melee abilities and more skills is already good enough--even at the cost of five caster levels. This can be looked at as more of a variant or template for Sorcerers/Wizards in place of their Bloodline or School specialization too.
"Role: Wandering mages are masters of the arcane who scour the world looking for ancient, magical artifacts. A wandering mage is a skilled spellcaster, capable warrior, and prepared traveler.
Alignment: Any.
HD: d8.
BAB: Medium.
Good Saves: Will.
Class Skills
The wandering mage's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.
1st: Bardic Knowledge
2nd: Mage Path
3rd: Mage Path
4th: Mage Path
5th: Bonus Feat
6th: Mage Path
7th: Mage Path
8th: Mage Path
9th: Mage Path
10th: Jack-of-all-trades
11th: Mage Path
12th: Mage Path
13th: Mage Path
14th: Mage Path
15th: Bonus Feat
16th: Mage Path
17th: Mage Path
18th: Mage Path
19th: Mage Path
20th: Wandering Strike
Class Features
All of the following are class features of the wandering mage.
Weapon and Armor Proficiency: A wandering mage is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Wandering mages are also proficient with light armor and shields (except tower shields). A wandering mage can cast spells derived from her Mage Path class levels while wearing light armor and use a shield without the normal arcane spell failure chance. Like any other arcane spellcaster, a wandering mage wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass wandering mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bardic Knowledge (Ex): This ability is identical to the bard class feature of the same name, and levels in this class stack with levels in any other class that grants a similar ability.
Mage Path (Su): At 2nd level, the wandering mage selects either the Sorcerer or Wizard class and gains cantrips from the class selected. Every level the wandering mage gains this class feature she gains additional spells per day, spells known (if she chose Sorcerer), and an increased effective level of spellcasting from the class she selected at 2nd level. The wandering mage does not, however, gain any other benefit a character of that class would have gained.
Jack-of-All-Trades (Ex): At 10th level, the wandering mage can use any skill, even if the skill normally requires her to be trained. At 16th level, the wandering mage considers all skills to be class skills. At 19th level, the wandering mage can take 10 on any skill check, even if it is not normally allowed.
Wandering Strike (Su): When the wandering mage casts a spell she can make a single melee attack against any target within 15 feet."
BobChuck
|
Alright, I understand that there is a general refusal to accept the Bard Spell List as an "actually acceptable" arcane spell list usable by a "real, respectable arcane spellcasters", but seriously, why not just go with Bard + one of the APG variants?
I'm not trying to dismiss this out of hand, but given what is already available, why make a new class? What is it about this concept that makes the Bard - by definition the Arcane Spellcasting Jack of All Trades - so completely unacceptable that it cannot be used?
| Richard Leonhart |
First off, I like those selfmade classes, that are that simple.
Now to the class:
Profiency: He got quite a bit for a mage. Comment later
Bardic Knowledge, yes, makes sense, isn't that powerful and gives flavour.
Bonus Feat: helps combat, slows mage, seems ok.
Jack-of-All-Trades: a bit powerful, but okay, if that is important. I would however make it 10- 15 -20 in lvl.
Wandering Strike: That to be supernatural doesn't really make sense, and the ability somehow doesn't fit the character, plus can't imagine describing a dagger attack withing 15 ft.
Mage Path sounds what this class seems about, it's like a spellprogression I guess. Nearly everyone will always take the same Spell-list/class.
So overall, this class is a little bit too powerful, either lower spell progression or skip armor. Lowering spell progression would make him much like a bard. Skipping armor would be my choice.
So same armor/Weapon as mage. I would even lower HD and give him spell-like abilities that help him "on the road" like 24hour-mage armor, or summon mount for 24 hours.
This however would not be the jack of all trades you want to create.
My suggestion is to look at the races of destiny prestige-class: Chameleon, or the master of masks in complete scoundrel. They don't have all the options every day, but they can choose every day in what they want to be specialised
| Madak |
Alright, I understand that there is a general refusal to accept the Bard Spell List as an "actually acceptable" arcane spell list usable by a "real, respectable arcane spellcasters", but seriously, why not just go with Bard + one of the APG variants?
I actually have nothing against the Bard spell list (I like backup-healing), but I just figured that since my class was supposed to be more arcane magic oriented than the Bard then it should have a "more-full" arcane spell list. Maybe the correct answer would be to beef the Bard's spellcasting ability somehow, but still use the same spell list.
I'm not trying to dismiss this out of hand, but given what is already available, why make a new class? What is it about this concept that makes the Bard - by definition the Arcane Spellcasting Jack of All Trades - so completely unacceptable that it cannot be used?
My goal was definitely not to make or replace the Bard class. And personally, I don't see how the Bard is viewed as the iconic Jack-of-All-Trades class. It seems me to be more of a Rogue/Sorcerer than a balance of everything--what with the high Reflex and Will saves. But in any case, this class was meant to be a Bard alternative, not a replacement.
I will take a look at the APG Bard variants though, I haven't had much chance to peruse that book yet.
First off, I like those selfmade classes, that are that simple.
Me too! I just feel like with Pathfinder classes are expected to be full of "feature-bloat" so I kind of felt like my class wasn't really Pathfinder-ized.
Profiency: He got quite a bit for a mage. Comment later
I've had the same thought--I've been teetering between Bard proficiencies and the Battle Sorcerer-style proficiencies.
Jack-of-All-Trades: a bit powerful, but okay, if that is important. I would however make it 10- 15 -20 in lvl.
Sounds reasonable. I was also thinking of replacing it entirely--the class has a pretty decent set of skills to begin with.
Wandering Strike: That to be supernatural doesn't really make sense, and the ability somehow doesn't fit the character, plus can't imagine describing a dagger attack withing 15 ft.
One of my design goals for the class was to keep the melee attacks relevant at high levels. This is my attempt at coming up with a solution.
I based it off Eldritch Knight's Spell Critical capstone ability (which is Su).
Making Wandering Strike sort of the same thing, but opposite I decided to give it a range of 15. For one, a wandering mage isn't meant to be as much of an up-close fighter as an Eldritch Knight is. And two, if I cast a spell in melee range in order to make a melee attack afterwards, I'd provoke an AoO--which is why I gave it a range.
Mage Path sounds what this class seems about, it's like a spellprogression I guess. Nearly everyone will always take the same Spell-list/class.
Possibly, but another one of my design goals was to make the class able to be Int-based OR Cha-based. If you think that everyone would just choose the same cookie-cutter build, then perhaps I should think of an different way to make this happen.
So overall, this class is a little bit too powerful, either lower spell progression or skip armor. Lowering spell progression would make him much like a bard. Skipping armor would be my choice.
So same armor/Weapon as mage. I would even lower HD and give him spell-like abilities that help him "on the road" like 24hour-mage armor, or summon mount for 24 hours.
This however would not be the jack of all trades you want to create.My suggestion is to look at the races of destiny prestige-class: Chameleon, or the master of masks in complete scoundrel. They don't have all the options every day, but they can choose every day in what they want to be specialised
Yep, I definitely have some decisions to make. Thank you for your suggestions!
| Richard Leonhart |
no problem,
when I said that nearly everyone will take the same spell-list/class for Mage path, I was perhaps not very clear.
taking cleric: cleric has already medium BAB, better saves and more class features.
taking anything that hasn't got full spells up to lvl 9: you are much slower than the rest, so why do it?
this leaves wizard or witch I guess.
and multiclassing is so bad that most people don't even want to take mystic theurg because they have to multiclass their way to him.
perhaps you could make a list of the things you want from your class, listed in order of importance.
like:
1. decent in melee offense like
2. can cast utility spells
3. has lots of skills
4. has good defenses
Because it's hard to know if you want either a specialised build to make a melee-mage or if you want a jack of all trades.
| Richard Leonhart |
I just tought about something that might be to your liking.
Take a summoner, take away his eidolon. Let him use the evolution surge on himself. Give him a weapon bond at first lvl, like the magus.
At second lvl give him a 24h mage armor that gives +half lvl AC. And give him armor bond with that mage armor.
Now you can choose to either give him full Bab, better HP or spell-like abilities that would help on the battlefield and you're done.
It's not a skill-monkey or jack of all trades, but it's a melee mage, easy made, you've got a spelllist that's nice and some flavour. He looks like mage without visible armor and can have a great weapon.
Lyrax
|
I recommend:
- Bard spell progression, 1 caster level per level
- Use Sorcerer/Wizard list, Summoner list, OR Magus list
- Refine and improve the class abilities; build off of what the bard has
Yes, this means your wandering mage will "only" go up to 6th-level spells. But in order to get a better BAB, better hit die, better weapon/armor proficiencies, more skills, and better class skills, you need to give up something.
Giving up five levels of casting isn't enough. A wizard who does this will still get 8th-level spells, and be competent in areas where most wizards are clueless.
| stringburka |
Since it's basically a bard/wizard hybrid, and the bard part is in a minority, why not try to convert the bardic knowledge and jack-of-all-trades abilities into feat chains instead of making a whole new class?
Seriously, the difference between this and a Wiz15/Bard5 is that this one gets far more skill points, larger knowledge and early access to JoAT.
Or it could be a loremaster. In fact, you could just drop JoAT (or a lesser variant of it) into the the loremaster secrets and you'd have about the same class, if the wizard took some levels of rogue or fighter for the proficiencies.
| stringburka |
Note that the issue of chosing sorcerer or wizard casting is basically a non-issue. Wizard is generally considered the stronger casting class, and when disregarding the bloodlines/school powers, definately so (since bloodlines are stronger than schools). On top of that, Int is a generally better ability score than CHA for everything except parlaying with bound outsiders, which this class won't do much anyway.
Since it gives 15 levels of casting, a wizard-based caster will end up with 8th level spells while a sorcerer will end up with 7th.
Since this is the case, I recommend refitting it into an archetype variation of the generalist school. At level 1, give bardic knowledge. At level 10, give JoAT. The rest of the pros of this class (proficiencies, BAB, and hit points) can be gained through multiclassing.
| Madak |
Since this is the case, I recommend refitting it into an archetype variation of the generalist school. At level 1, give bardic knowledge. At level 10, give JoAT. The rest of the pros of this class (proficiencies, BAB, and hit points) can be gained through multiclassing.
I agree that the concept of this class would probably fit better into a variant or something. In my first post I think I mentioned an inkling toward that.
So, draft two:
Wizard Variant: Wandering Mage
A wizard who has spent most of his training on the road rather than in the comfort of an arcane library is hardier than the rest. A wandering mage must select three opposition schools, but gains the following benefits:HD: d8
BAB: Medium
Weapon and Armor Proficiency: A wandering mage is proficient with all simple weapons and with any light or one-handed martial weapon of the character's choice. Wandering mages are also proficient with light armor. A wandering mage can cast wizard spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a wandering mage wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass wandering mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.
I would consider just giving the HD/BAB benefits since everything else can be gained with feats, but the feat 'Arcane Armor Training' requires you to use your one swift action per round to ignore spell failure--meaning no quickened spells. As a full wizard, the ability to cast quickened spells is probably not something you'd want to lose.
| Madak |
I recommend:
- Bard spell progression, 1 caster level per level
- Use Sorcerer/Wizard list, Summoner list, OR Magus list
- Refine and improve the class abilities; build off of what the bard hasYes, this means your wandering mage will "only" go up to 6th-level spells. But in order to get a better BAB, better hit die, better weapon/armor proficiencies, more skills, and better class skills, you need to give up something.
Giving up five levels of casting isn't enough. A wizard who does this will still get 8th-level spells, and be competent in areas where most wizards are clueless.
Other than the Wizard-variant I posted, I've been working on an actual class with the improvements suggested. It's less of a skill-monkey (no jack of all trades/bardic knowledge/etc) and more of a Rogue/Sorcerer--like Arcane Trickster, but more melee-oriented. How does this mechanic sound to you all?
Spells: Spontaneous sorcerer/wizard spells with bard progression. For one round after casting a spell, afflicted with "Mental Exhaustion" and cannot cast spells.
Spell Skirmish (Su): After casting a spell, gain bonus damage to next melee attack.
Spell Skirmish (naming in progress >_<) would have half the damage/progression of Sneak Attack. The goal is to have the class alternate attacking and casting spells round to round.
For more flavor I've thought of styling the class an anti-mage, giving the option of picking up Disruptive and Spellbreaker as a Fighter could. Although if the spellcasting and spell skirmish are already enough, then I don't want to make the class too powerful.