Thanlon
2009-06-22, 05:47 PM
Me and my DM have been sitting and working on a prestige class. I feel it's kinda wrong and kinda right, and to be honest I'm not that well-versed in homebrew as I would like to be.
I might actually come with some explanation to how we started working on it, I was looking for a prestige class that would fit my merchant who is a wizard, and after working through several books, finding nothing I wanted we decided to make a prestige class.
The base is a rogue and wizard mix with alot of feats but without the sneak attack you can see what I mean with what comes.
So I wanted to make him feel like a merchant while retaining his magical power for metamagic/crafting feats, but his power also lies in his high amount of skill points which from my limited point of view is not so easy to maintain, so even when I look at it now I feel puzzled, the bonus feats look like they shout for contemplating everytime I get a feat like I have to barter with my char trying to maintain some integrity in the char, even though it gives a good feeling for the trader in me. :smallbiggrin:
My player heart, though, is shouting for special stuff to make it feel like it's a mechant wizard, and not a merchant who happens to be a wizard if you get what I'm meaning. :smallfrown: but I'm kinda lost about how to evolve it into a desent looking prestige class.
Merchant Wizard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
0|
+0|
+2|
+2|
Bonus Feat, Astral home|
+1 level of existing arcane spellcasting class
2nd|
+1|
+0|
+3|
+3|
Improved Astral home +1|
3rd|
+1|
+1|
+3|
+3|
Bonus Feat |
+1 level of existing arcane spellcasting class
4th|
+2|
+1|
+4|
+4|
Improved Astral home +2|
5th|
+2|
+1|
+4|
+4|
Bonus Feat, Greater Astral home|
+1 level of existing arcane spellcasting class
6th|
+3|
+2|
+5|
+5|
Improved Astral home +3|
7th|
+3|
+2|
+5|
+5|
Bonus Feat|
+1 level of existing arcane spellcasting class
8th|
+4|
+2|
+6|
+6|
Improved Astral home +4|
9th|
+5|
+3|
+6|
+6|
Bonus Feat|
+1 level of existing arcane spellcasting class
10th|
+5|
+3|
+7|
+7||[/table]
Hit Die: d6
Requirements
Class Features and Feats: level 4 rogue / level 3 wizard (thats the base and not specific enough for me though but getting to that)
Skills:Appraise 10, Bluff 10, Diplomacy 10, Gather Information 10, Knowledge: Arcana 10, Knowledge: Planes 5, Profession: Merchant 10, Sense Motive 10, Spellcraft 5.
Spells:Arcane Caster level 2
Class Skills (6 + Int modifier per level): Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Hide, Intimidate, Knowledge (all skills taken individually), Move silently, Profession, Sense Motive, Spellcraft, Spot.
Weapon and Armor Proficiencies: A Merchant Wizard gains no proficiencies with weapons or armor.
Spells per Day/Spells Known: At each level, a Merchant Wizard gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as bonus feats). If he had more than one spellcasting class before becoming a Merchant Wizard, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Astral home
Astral Home lets you create a magical cariage or wagon with a value of 20000g, It also allow you to create an "inside of said vehicle with is in the astral plane, the volume you can create equals your caster level*5*10 cubic feet
The vehicle will not encumber any beast of burden pulling it.
Improved astral home, IAH
Choose two features from the feature list, these abilities are at will and/or permanent unless otherwise noted, can't be turned off, spell references are only for funktionality, also note that you can activate or turnoff, or otherwise operate the vehicle from a distance of your CL*5 yards, except the scry funktion which works from anywhere on the plane of the vehicle and anywhere on the astral plane. You cannot choose a previusly choosen feature.
Feature
Each feature have a price of 2000g to install, but can be installed at a later date.
Increase volume, to CL*10*10 cubic feet, Can't be turned off
Horseless movement, allows the vehicle to travel at a speed of 60, can be operated by others Hidden from sight, Allows the vehicle and it's passenges to become invisible as per the invisibility spell, can be operated by others
Alter shape, Can alter it's shape to look like something else larger than itself but no larger than the inside volume. Any door inside can be set as the door to the astral home.
Nondetection, Makes it harder for anyone to scry on the astral home and the vehicle, to be able to scry the scryer must overcome a DC15+IAH+CL with a d20+CL roll, this also covers you if you are within 60 feet of the vehicle.
Masters knowledge, Omnidirectional scrying 60feet range also scrys inside of both the vehicle and the astral home also works through obstructions like a wall.
Shrink, shrinks the vehicle to the size of a little cat.
Silence, can silence the area around vehichle in a 60 feet radius, can be operated by others
Greater Astral home
Allows you to modify the vehicle to become a portal instead of a bag of holding style item, the modification costs 10000g.
It also allows the wizard to create a device which gather magical energy, from the surrunding area in the astral plane, to power some of the more advanced funtions of the vehicle, the device can hold upto IAH*6 charges. It gathers charges at a rate of 2 charges each day, though the merchant wizard can infuse his own arcane energy to speed up the process using 5 spell levels for each charge he infuse into the device.
Up to half of these charges can be sendt to the the merchant wizard, if he is within 60 feet of the vehicle, which in turn can use them to increase his casterlevel for one spell, if he doesn't begin casting a spell within 5 minutes of reciving the charges they will become unstable and begin to wreck his body with intense pain dealing 1d6 arcane damage per charge.
Advanced Funtions
Fly, Allows the vehicle to fly at a speed of 60, and it's very crude flying costs 2 charges.
Hidden fromit all, Makes the vehicle and it's passengers invisible, attacks and other stuff do not make it reapper, and the spell also prevents scying and detection spells from revealing it though true sight can still pierce the it. costs 2 charges
Capstone missing
Work in progress.
I might actually come with some explanation to how we started working on it, I was looking for a prestige class that would fit my merchant who is a wizard, and after working through several books, finding nothing I wanted we decided to make a prestige class.
The base is a rogue and wizard mix with alot of feats but without the sneak attack you can see what I mean with what comes.
So I wanted to make him feel like a merchant while retaining his magical power for metamagic/crafting feats, but his power also lies in his high amount of skill points which from my limited point of view is not so easy to maintain, so even when I look at it now I feel puzzled, the bonus feats look like they shout for contemplating everytime I get a feat like I have to barter with my char trying to maintain some integrity in the char, even though it gives a good feeling for the trader in me. :smallbiggrin:
My player heart, though, is shouting for special stuff to make it feel like it's a mechant wizard, and not a merchant who happens to be a wizard if you get what I'm meaning. :smallfrown: but I'm kinda lost about how to evolve it into a desent looking prestige class.
Merchant Wizard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
0|
+0|
+2|
+2|
Bonus Feat, Astral home|
+1 level of existing arcane spellcasting class
2nd|
+1|
+0|
+3|
+3|
Improved Astral home +1|
3rd|
+1|
+1|
+3|
+3|
Bonus Feat |
+1 level of existing arcane spellcasting class
4th|
+2|
+1|
+4|
+4|
Improved Astral home +2|
5th|
+2|
+1|
+4|
+4|
Bonus Feat, Greater Astral home|
+1 level of existing arcane spellcasting class
6th|
+3|
+2|
+5|
+5|
Improved Astral home +3|
7th|
+3|
+2|
+5|
+5|
Bonus Feat|
+1 level of existing arcane spellcasting class
8th|
+4|
+2|
+6|
+6|
Improved Astral home +4|
9th|
+5|
+3|
+6|
+6|
Bonus Feat|
+1 level of existing arcane spellcasting class
10th|
+5|
+3|
+7|
+7||[/table]
Hit Die: d6
Requirements
Class Features and Feats: level 4 rogue / level 3 wizard (thats the base and not specific enough for me though but getting to that)
Skills:Appraise 10, Bluff 10, Diplomacy 10, Gather Information 10, Knowledge: Arcana 10, Knowledge: Planes 5, Profession: Merchant 10, Sense Motive 10, Spellcraft 5.
Spells:Arcane Caster level 2
Class Skills (6 + Int modifier per level): Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Hide, Intimidate, Knowledge (all skills taken individually), Move silently, Profession, Sense Motive, Spellcraft, Spot.
Weapon and Armor Proficiencies: A Merchant Wizard gains no proficiencies with weapons or armor.
Spells per Day/Spells Known: At each level, a Merchant Wizard gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as bonus feats). If he had more than one spellcasting class before becoming a Merchant Wizard, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Astral home
Astral Home lets you create a magical cariage or wagon with a value of 20000g, It also allow you to create an "inside of said vehicle with is in the astral plane, the volume you can create equals your caster level*5*10 cubic feet
The vehicle will not encumber any beast of burden pulling it.
Improved astral home, IAH
Choose two features from the feature list, these abilities are at will and/or permanent unless otherwise noted, can't be turned off, spell references are only for funktionality, also note that you can activate or turnoff, or otherwise operate the vehicle from a distance of your CL*5 yards, except the scry funktion which works from anywhere on the plane of the vehicle and anywhere on the astral plane. You cannot choose a previusly choosen feature.
Feature
Each feature have a price of 2000g to install, but can be installed at a later date.
Increase volume, to CL*10*10 cubic feet, Can't be turned off
Horseless movement, allows the vehicle to travel at a speed of 60, can be operated by others Hidden from sight, Allows the vehicle and it's passenges to become invisible as per the invisibility spell, can be operated by others
Alter shape, Can alter it's shape to look like something else larger than itself but no larger than the inside volume. Any door inside can be set as the door to the astral home.
Nondetection, Makes it harder for anyone to scry on the astral home and the vehicle, to be able to scry the scryer must overcome a DC15+IAH+CL with a d20+CL roll, this also covers you if you are within 60 feet of the vehicle.
Masters knowledge, Omnidirectional scrying 60feet range also scrys inside of both the vehicle and the astral home also works through obstructions like a wall.
Shrink, shrinks the vehicle to the size of a little cat.
Silence, can silence the area around vehichle in a 60 feet radius, can be operated by others
Greater Astral home
Allows you to modify the vehicle to become a portal instead of a bag of holding style item, the modification costs 10000g.
It also allows the wizard to create a device which gather magical energy, from the surrunding area in the astral plane, to power some of the more advanced funtions of the vehicle, the device can hold upto IAH*6 charges. It gathers charges at a rate of 2 charges each day, though the merchant wizard can infuse his own arcane energy to speed up the process using 5 spell levels for each charge he infuse into the device.
Up to half of these charges can be sendt to the the merchant wizard, if he is within 60 feet of the vehicle, which in turn can use them to increase his casterlevel for one spell, if he doesn't begin casting a spell within 5 minutes of reciving the charges they will become unstable and begin to wreck his body with intense pain dealing 1d6 arcane damage per charge.
Advanced Funtions
Fly, Allows the vehicle to fly at a speed of 60, and it's very crude flying costs 2 charges.
Hidden fromit all, Makes the vehicle and it's passengers invisible, attacks and other stuff do not make it reapper, and the spell also prevents scying and detection spells from revealing it though true sight can still pierce the it. costs 2 charges
Capstone missing
Work in progress.