Wild Mage


Homebrew and House Rules


There is something to be said
about those that wield the power
of the arcane arts but when it comes
to those that wield the power of
wild magic, more often that not it's
"Stay BACK!!!" or "Not AGAIN!!!".

This is my first draft for a Wild Mage class.

Favored card type: Spell

Hand size 5 []6 [] 7 []8

Cards list:
Weapon 1 ... a staff looks cool
Spell 6 []8 []10 []12 ... that's POWER!!!
Armor 0 ... armor, who needs armor when you have MAGIC
Item 3 []4 []5 []6
Ally 2 ... most would rather stay as far away as possible
Blessing 3 []4 ... there's always room for LUCK

Powers:
- Reckless Dweomer: On your turn you may recharge a spell and randomly pick 2 ([ ] 3, [ ] 4) new spells from the box. At the end of your turn banish all of the new spells.
- Wild Magic: When casting a spell your bonus becomes a die type: +2=D4, +3=D6, +4=D8, +5=D10, and +6=D12.
- [ ]Add(1)([ ] 2) to your check to recharge a card.

Skills:
STRENGTH D6 [ ]+1
DEXTERITY D6 [ ]+1 [ ]+2
CONSTITUTION D8 [ ]+1 [ ]+2
INTELLIGENCE D8 [ ]+1 [ ]+2 [ ]+3
- Knowledge: (Int) +2
WISDOM D12 [ ]+1 [ ]+2 [ ]+3 [ ]+4
- Arcane: (Wis) +2
CHARISMA D6 [ ]+1 [ ]+2 [ ]+3
- Diplomacy: (Cha) +2

Dark Archive

Pathfinder Roleplaying Game Superscriber

Let's start with the obvious issues.


  • You have too many powers feats: 7. You should only have 4 (Hand size counts as a power feat)
  • You have too few card feats: 7. You should have 10 (Hand size does not count as a card feat)
  • Card feats should only add one new card. Otherwise, the character would have more cards in their decks than they should
  • Your dice are too strong. With a d12, you should have a d4 and only a single d8. You could maybe rejigger the dice to have all d6s and a single d12, but I'm not sure the effects it would have on balance. It would most likely make a rather boring character who's mediocre in almost everything, though.

Other than that, the first 2 powers are a bit confusing.

I'm guessing the first is supposed to work like the Emerald Codex. If so, it may be too strong. Here's my attempt to reword it to make it clearer.

Quote:
At the start of your turn, you may recharge a spell card to place 2 (+ feats) random spell cards from the box in front of you. You may banish any of these cards for its effect as though you had played it as a spell. At the end of your turn, return all unused spells to the box.

You'll note that I made sure the cards never get anywhere near your hand or deck so it can't be used to gain all the spells you may need. I also made sure the spells are not banished unless you use them so the power can't easily be used to eliminate basic spells. If that's still too strong (and I believe it may be), even used spells could be returned instead of banished.

The second is just confusing as worded. I understand what it's supposed to do, but I'm really not sure how to make it clearer. It's an interesting power, though


Thanks 3Doubloons !!!

There is something to be said
about those that wield the power
of the arcane arts but when it comes
to those that wield the power of
wild magic, more often that not it's
"Stay BACK!!!" or "Not AGAIN!!!".

This is version 2 of the Wild Mage class.

Favored card type: Spell

Cards list:
Weapon 1 ... a staff looks cool
Spell 6 []8 []10 []12 ... that's POWER!!!
Armor 0 ... armor, who needs armor when you have MAGIC
Item 3 []4 []5 []6
Ally 2 []3 ... most would rather stay as far away as possible
Blessing 3 []4 []5 []6... there's always room for LUCK

Powers:
- Hand size 5 []7 []9
- Reckless Dweomer: At the start of your turn you may Recharge a spell card and place 2([]3,[]4) randomly spells from the box in front of you. You may then use one of the spell card's effect. After an effect is played, Banish all of the spell cards back to the box. (All spell cards from the box must be Banished at the end of your turn.)
- Wild Magic: When casting a spell your bonus becomes a die type: +2=D4, +3=D6, +4=D8, +5=D10, and +6=D12.
Familiar: You may Reveal an ally with an Animal trait to add D4 to your Arcane check.

Skills:
STRENGTH D4 []+1
DEXTERITY D6 []+1 []+2
CONSTITUTION D6 []+1 []+2
INTELLIGENCE D8 []+1 []+2 []+3
- Craft(Int) +2 ... Wild Mages can make the coolest toys
WISDOM D12 []+1 []+2 []+3 []+4
- Arcane(Wis) +2
CHARISMA D6 []+1 []+2 []+3
- Diplomacy(Cha) +2
... Some times you have to be smooth talker to get an ally to over the look the inherent dangers of your magic

All or some of the following will be used in the advance Wild Mage class
- []Add(1)([]D4,[]D6) to your check to recharge a card.
- []Chaotic Memory: After using Reckless Dweomer, Bury one of the random spells in front of you and Banishing the rest.
- []Fool's Luck: Discard a card from your hand and roll a D4, on anything other than a 1, the action is successful.
- []Wild Surge: Discard a card from your hand and add 1 ([ ]2,[ ]3) die when casting a spell.
- []Chaotic Familiar: Your Familiar now adds D6([]D8) to your Arcane check. On a roll of a 1 (on the Familiar die), a Wild Surge occurs. (As stated above, you must Discard a card from your hand.)

Dark Archive

Pathfinder Roleplaying Game Superscriber

You still have the same problem with the card feats that your spells upgrade in twos. You really can't do that; it's way too unbalancing an effect.

The hand size upgrading in twos is weird, but not impossible.

Reckless Dweomer: I really like that you can only use one of the spells you fetched, but once again, you really shouldn't banish the cards. If you banish up to 4 random spell cards (and given how your powers are set up, I'm sure most people will upgrade that first), then by the end of Hook Mountain Massacre, you'll have very few Basic spells left in the box, making the Dweomer and the spells you'll find in locations that much stronger. Return the cards to the box instead. Recharging a spell may also be too low a cost for this ability. Consider burying a spell or at the very least discarding it (I strongly recommend bury).

Chaotic Memory: Potentially interesting effect, but it needs a cost. I suggest banishing the spell used to pay for the Dweomer. Also like the Dweomer, don't banish, return to the box. Even with those changes, this will still be on the higher end of the power scale.

Fool's Luck: 75% chance that any check will succeed for the low low cost of 1 card? Can I say Bah-roken strongly enough? Plus, depending on how you solve the monster interaction (If you fail, how much damage do you take), it could get even more broken. I really don't think this one is salvageable.

Chaotic Familiar: This can't work. The game doesn't track where your dice came from so there's no way to differentiate from the d6 your familiar gave you or one of the 4d6 from your Disintegrate spell.

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