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Castiel
2010-10-24, 03:45 PM
So this class is pretty much a fix of the magus, but I changed the name because... well I don't know, but its too late to change everything back. Anyways, I have to give recognition to SmiloDan, Seeker of skybreak, Bruno Mares, and Kibeth for their contributions on the Paizo forums. see the bottom for more info on recognition.

For those unfamiliar with the Pathfinder class system, they are more powerful than most 3.5 classes. I would say that most of the classes are tier 2 on the 3.5 scale, so balance with that in mind. I am concerned with balancing the arcanas (by establishing level constrictions), and I think the class itself is completely overpowered.


The Wiedźmin


Role: The Wiedźmin is supposed to be able to cast spells, and dish out damage in combat at the same time, but should not outshine its brothers (the fighter and wizard) in their respective fields. The Wiedźmin acts best as a glass canon fighter. It will have relatively low AC, but in the right conditions can do a lot of damage. Is not a main fighter, but can perform well in a support role.

Alignment: Any, but the discipline required to train in both the mystic and physical arts makes a chaotic alignment not as common in Wiedźmin.

Hit Dice: d8.

Starting Wealth: 4d6 × 10 gp (average 140gp)

Class Skills

The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.



The Wiedźmin
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th

1st|
+0|
+2|
+0|
+2|Arcane Armor, Spell Strike, Arcane Weapon +1|1

2nd|
+1|
+3|
+0|
+3|Arcana|2

3rd|
+2|
+3|
+1|
+3|Combat casting|3

4th|
+3|
+4|
+1|
+4|Arcana|3|1

5th|
+3|
+4|
+1|
+4|Spell Combat, Arcane Weapon +2|4|2

6th|
+4|
+5|
+2|
+5|Arcana|4|3

7th|
+5|
+5|
+2|
+5||5|3|1

8th|
+6|
+6|
+2|
+6| Wiedźmin Arcana, Improved Spell Strike|5|4|2

9th|
+6|
+6|
+3|
+6|Arcane Weapon +3|6|4|3

10th|
+7|
+7|
+3|
+7|Arcana, Improved Spell Combat|6|5|3|1

11th|
+8|
+7|
+3|
+7|Counter Spell|6|5|4|2

12th|
+9|
+8|
+4|
+8|Arcana|6|6|4|3

13th|
+9|
+8|
+4|
+8|Arcane Weapon +4|6|6|5|3|1

14th|
+10|
+9|
+4|
+9|Arcana|6|6|5|4|2

15th|
+11|
+9|
+5|
+9|Greater Spell Combat|6|6|6|4|3

16th|
+12|
+10|
+5|
+10| Wiedźmin Arcana|6|6|6|5|3|1

17th|
+12|
+10|
+5|
+10|Arcane Weapon +5|6|6|6|5|4|2

18th|
+13|
+11|
+6|
+11|Arcana|6|6|6|6|4|3

19th|
+14|
+11|
+6|
+11||6|6|6|6|5|4

20th|
+15|
+12|
+6|
+12|True Arcana|6|6|6|6|5|5[/table]
Weapon Proficiencies: proficient in all simple and martial weapons
Armor Proficiencies: proficient in light armor

Spells: A Wiedźmin casts spells as a Sorcerer, but his primary casting stat is intelligence. The Spells per day is given on the main table, and the spells known is equal to a Sorcerer of the same level, however you may only know spells up to sixth level. All spells must be drawn from the Wiedźmin Spell List. A Wiedźmin may cast a 0 level spell without expending a daily use.
Spell List:

0 level: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark*

1-level: Burning Hands, Color Spray, Expeditious Retreat, Feather Fall, Flare Burst*, Floating Disk, Grease, Hydraulic Push*, Inflict Light Wounds,Jump, Magic Missile, Magic Weapon, Mount, Obscuring Mist, Shield, Shocking Grasp, Silent Image, Stone Fist*, True Strike, Unseen Servant

2-level: Acid Arrow, Bear’s Endurance, Blur, Bull’s Strength, Burning Gaze*, Darkness, Cat’s Grace, Elemental Touch*, Fire Breath*, Flaming Sphere, Fog Cloud, Glitterdust, Gust of Wind, Inflict Moderate Wounds,Invisibility, Levitate, Minor Image, Mirror Image, Pyrotechnics, Scorching Ray, Shatter, Spider Climb, Stone Call*, Web

3-level:Aqueous Orb*, Arcane Sight, Cloak of Winds*, Daylight, Dispel Magic, Displacement, Elemental Aura*, Fireball, Flame Arrow, Fly, Gaseous Form, Haste, Hydraulic Torrent*,Keen Edge, Lightning Bolt, Magic Weapon, Greater, Major Image, Phantom Steed, Sleet Storm, Slow, Stinking Cloud, Vampiric Touch, Versatile Weapon*, Water Breathing, Wind Wall

4-level:Ball Lightning*, Black Tentacles, Detonate*, Dimension Door, Dragon’s Breath*, Elemental Body I, Fire Shield, Firefall*, Ice Storm, Inflict Serious Wounds, Invisibility, Greater, Phantasmal Killer, River of Wind*, Shout, Solid Fog, Stoneskin, Wall of Fire, Wall of Ice

5-level:Baleful Polymorph Interposing Hand, Overland Flight, Cloudkill, Telekinesis, Cone of Cold, Teleport, Elemental Body II, Wall of Force, Fire Snake*, Wall of Stone, Geyser*

6-level:Acid Fog, Bear’s Endurance Mass, Bull’s Strength Mass, Cat’s Grace Mass, Chain Lightning, Contagious Flame*, Disintegrate, Dispel Magic, Greater, Elemental Body III, Flesh to Stone, Forceful Hand, Freezing Sphere, Mislead, Sirocco*, Transformation, True Seeing, Wall of Iron


Arcane Armor: At first level the Wiedźmin gains the ability to cast spells while wearing armor. He ignores spell failure chance while wearing light armor.

Spell Strike: Spellstrike (Su): As a full round action, the Wiedźmin may cast and deliver a touch spell a single melee attack. If the attack is successful, then the damage of the attack goes through and the spell is resolved as normal. If the attack misses, the touch spell is held in your weapon for a number of rounds equal to your int modifier. Spellstrike cannot be used again until the current touch spell is discharged. Upon reaching 8th level, this becomes a standard action. Additionally, upon reaching 8th level a Wiedźmin may apply a different spell to each of his attacks in a full attack whien he uses this ability. Also at 8th level, a number of times per day equal to his intelligence modifier a Wiedźmin may channel an evocation spell that is not a touch spell through an attack. Doing so negates the reflex save, but also eliminates any areas the spell might affect (cone, sphere, line etc.)- the spell will only effect the target.

Arcane Weapon: At 5th level, a Wiedźmin gains the ability to imbue a melee weapon with powerful abilities. When he prepares his spells, he can also spend a portion of this time bonding with a single melee weapon. At 1st level, this grants the weapon a +1 enhancement bonus. For every four levels beyond that, this bonus increases by another +1, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5, or they can be used to add any of the following weapon properties: dancing, ghost touch, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s cost. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the weapon is bonded and cannot be changed until the next time the Wiedźmin prepares spells. Additionally, the weapon functions as a bonded weapon exactly like the bonded object arcane bond option for the wizard.

Arcane Pool: At 2nd level, a Wiedźmin gains a pool of arcane points, magical energy he can use to accomplish amazing feats outside of his spels. The number of points in a Wiedźmin's arcane pool is equal to 3+ 1/2 his Wiedźmin level + his Intelligence modifier.
As long as he has at least 1 point in his arcane pool the Wiedźmin gains the following benefits:

Arcane Strike: A Wiedźmin may make an Arcane Strike as if he had the feat. If he already possesses the spell, then he may use it as a free action, rather than a swift action. In addition, at 10th level his attacks are treated as silver or cold iron weapons for the purpose of overcoming damage reductions. Again, at 14th level your attacks are treated as Adamantine for the purpose of overcoming damage reduction, and bypassing hardness.

Arcane Awareness: A Wiedźmin gains his intelligence bonus to AC. This lasts as long as he is wearing light armor only. There are Arcana that allow him to maintain this bonus while wearing heavier armor.

By spending 1 point from his arcane pool, a Wiedźmin can make one additional attack at his highest attack bonus when making a full-attack action or when using the spell combat ability. Also, he can spend 1 point to grant himself an insight bonus on all attack rolls equal to the highest level spell he can cast. In addition, he may pay a number of points equal to a spells level in order to cast that spell without using up a daily spell slot (I.E. he can pay three points to cast a 3rd level spell). Each of these powers is activated as a swift action. A Wiedźmin gains additional powers that consume points from his arcane pool as he gains arcanas.

The arcane pool is replenished each morning after 8 hours of rest.

Arcana: As he gains levels, a Wiedźmin learns arcane secrets tailored to his specific way of blending martial and magical skill. Starting at 2nd level, a Wiedźmin gains one arcana. He gains additional arcana on every even level, except 20th level. A Wiedźmin cannot select an arcana more than once unless otherwise stated. Arcana that affect spells can only be used to modify spells from the Wiedźmin’s spell list unless otherwise noted. Arcana come in two kinds, reserve powers (which function as long as the Wiedźmin has one point remaining in his Arcane Pool), and regular arcana (which he spends his arcane points on). A Wiedźmin may choose from either group, but not both.

Reserve Arcana

Arcane Acrobat. The Wiedźmin gains a bonus to Acrobatics and Escape Artist skill checks equal to the highest level spell he can cast.

Arcane Athlete. The Wiedźmin gains a bonus to Climb and Swim skill checks equal to the highest level spell he can cast.

Arcane Celerity. The Wiedźmin gains a bonus to his Speed equal to 5 times the highest level spell he can cast.

Arcane Concentration. The Wiedźmin gains a bonus on Concentration checks equal to the highest level spell he can cast.

Arcane Critical. The Wiedźmin gains a bonus on attack rolls to confirm critical hits equal to the highest level spell he can cast.

Arcane Durability. The Wiedźmin gains DR /magic equal to the highest level spell he can cast.

Arcane Grace. The Wiedźmin gains a bonus on all Saving Throws equal to the highest level spell he can cast.

Arcane Guile. The Wiedźmin gains a bonus to Bluff and Disguise skill checks equal to the highest level spell he can cast.

Arcane Insight. A Wiedźmin may add his intelligence bonus to his attack rolls. This bonus may not exceed the maximum level of spell he can cast.

Arcane Knight. The Wiedźmin reduces the armor check penalties for any armor he wears by an amount equal to the highest level spell he can cast.

Arcane Knowledge. The Wiedźmin gains a bonus to all Knowledge skill checks equal to the highest level spell he can cast.

Arcane Maneuvers. The Wiedźmin gains a bonus on his CMB and CMD equal to the highest level spell he can cast.

Arcane Mastery. The Wiedźmin gains a bonus on Spellcraft and Use Magic Device equal to the highest level spell he can cast.

Arcane Menace. The Wiedźmin gains a bonus to Intimidate skill checks equal to double the highest level spell he can cast.

Arcane Negotiator. The Wiedźmin gains a bonus on Diplomacy and Sense Motive skill checks equal to the highest level spell he can cast.

Arcane Opportunist. The Wiedźmin gains a bonus on attack of opportunity attack rolls equal to the highest level spell he can cast.

Arcane Penetration. The Wiedźmin gains a bonus on caster level checks to overcome spell resistance equal to the highest level spell he can cast.

Arcane Potency. The Wiedźmin gains a bonus equal to ½ the highest spell he can cast to the Save DC of his spells (minimum +1).

Arcane Precision. The Wiedźmin causes additional precision-based damage against flanked or flat-footed opponents equal to 1d6 per spell level he can cast.

Arcane Resilience. When the Wiedźmin is below half his normal hit point total, he gains fast healing at a rate equal to the highest level spell he can cast.

Arcane Resistance. Choose one of the following energy types: acid, cold, electricity, fire, or sonic. The Wiedźmin gains energy resistance against the selected energy type equal to 5 times the highest level spell he can cast. This Arcane Reserve Power may be selected multiple times; their effects do not stack. Each time it is selected, it applies to a different energy type.

Arcane Senses. The Wiedźmin adds his Intelligence bonus to his initiative and Perception skill checks.

Arcane Stalker. The Wiedźmin gains a bonus equal to the highest level spell he can cast on Stealth and Survival skill checks.

Arcane Strength. The Wiedźmin gains a bonus on Strength checks equal to twice the highest level spell he can cast. This does not apply to Strength based skill checks.

Arcane Toughness. The Wiedźmin gains temporary hit points equal to 5 times the highest level spell he can cast.

Arcane Traveler. The Wiedźmin gains a bonus to his Fly and Ride skill checks equal to the highest level spell he can cast. He grants his mount (if any) a bonus to its speed equal to 5 times the highest level spell he can cast. The Wiedźmin gains a bonus to his Fly speed (if any) equal to 5 times the highest level spell he has.

Heavy Armor. A Wiedźmin with this arcana is proficient with heavy armor. A Wiedźmin can cast spells from the Wiedźmin spell list while wearing heavy armor without incurring the normal arcane spell failure chance. The Wiedźmin must have the medium armor arcana to select this arcana. The Wiedźmin must be at least 14th level before selecting this arcana.

Medium Armor. A Wiedźmin with this arcana is proficient with medium armor. A Wiedźmin can cast spells from the Wiedźmin spell list while wearing medium armor without incurring the normal arcane spell failure chance. The Wiedźmin must be at least 8th level before selecting this arcana.

Arcana
Arcane Accuracy. A Wiedźmin with this arcana may spend one point from his arcane pool as a swift action to gain a +1 insight bonus to his attack roll until the end of his turn. At 4th level, and every three levels after, the Wiedźmin may choose to spend an additional three points to increase this attack bonus by another +1. For example, a 10th level Wiedźmin may spend 3 points from his arcane pool to increase the insight bonus to +4.

Dispelling Strike. A Wiedźmin with this arcana can spend an arcane point as a swift action to imbue his weapon with a special aura. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel magic using the Wiedźmin's level as the caster level, except that this effect cannot dispel a spell of a level higher than the highest level spell the Wiedźmin can cast (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the aura dissipates, even if the dispel attempt is unsuccessful.

Magic Critical. Whenever a Wiedźmin with this arcana scores a critical hit with a melee weapon, he may spend an arcane point and cast a spell with a range of touch as a swift action, then make a touch attack against the target of the critical hit as a free action. You must be 12th level before you can select this arcana

Magic Durability. The Wiedźmin spends an arcane point as an immediate action and for 1 round gains DR/magic equal to 5 times the highest level spell he can cast. You must by 8th level before you can select this arcana

Magic Empowering. The Wiedźmin spends an arcane point as a free action and can cast a spell as if it were affected by the Empower Spell metamagic feat without increasing the spell’s level. You must be 10th level before you can select this arcana.

Magic Enlarging. The Wiedźmin spends an arcane point as a free action and can cast a spell as if it were affected by the Enlarge Spell metamagic feat without increasing the spell’s level. You must be 10th level before you can select this arcana.

Magic Extending. The Wiedźmin spends an arcane point as a free action and can cast a spell as if it were affected by the Extend Spell metamagic feat without increasing the spell’s level. You must be 10th level before you can select this arcana.

Magic Familiar: A Wiedźmin with this arcana gains a familiar, using his Wiedźmin level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.

Magic Fortune. The Wiedźmin spends an arcane point as an immediate action and may make a luck re-roll with a bonus equal to the highest level spell he can cast.

Magic Haste. The Wiedźmin spends an arcane point as a swift action and for a number of rounds equal to the highest level spell he can cast, the Wiedźmin gains the benefit of a haste spell. You must be 6th level before you can select this Arcana

Magic Knight. The Wiedźmin spends an arcane point as an immediate action and for a number of rounds equal to his Intelligence bonus gains an enhancement bonus to his armor bonus to AC equal to the highest level spell he can cast.

Magic Maneuvers. The Wiedźmin spends an arcane point as an immediate action and for 1 round gains a bonus on his CMB and CMD equal to 5 times the highest level spell he can cast.

Magic Pocket. The Wiedźmin can spend an arcane point as a full round action and enter a non-dimensional space for up to a number of hours equal to double the highest level spell he can cast. The Wiedźmin plus all his gear, up to a heavy load, can enter this space. The Wiedźmin cannot take any other living creatures into this space, except for a familiar. You must be 8th level before selecting this arcana.

Magic Potency. The Wiedźmin spends an arcane point as a swift action and for 1 round gains a bonus equal to the highest spell he can cast to the Save DC of his spells

Magic Precision. The Wiedźmin spends an arcane point as a swift action and for 1 round causes additional precision-based damage on all attacks equal to 1d6 per spell level he can cast.

Magic Protection. The Wiedźmin spends an arcane point as an immediate action and for 1 round gains spell resistance equal to 10 + the Wiedźmin's class level.

Magic Quickening. The Wiedźmin spends an arcane point as a free action and can cast a spell as if affected with the Quicken Spell metamagic feat without increasing the spell level. You must be 10th level before you can select this arcana.

Magic Reflection. The Wiedźmin spends an arcane point as an immediate action to reflect a spell that is targeting him back to its caster, as if using spell turning.

Magic Reflexes. The Wiedźmin spends an arcane point as an immediate action and benefits from Evasion.

Magic Senses. The Wiedźmin spends an arcane point as a swift action and for 1 round can see invisible. If selected before 10th level, this improves to true seeing.

Magic Stalker. The Wiedźmin spends an arcane point as a swift action and gains greater invisibility for a number of rounds equal to the highest level spell you can cast. You must be 12th level in order to take this Arcana.

Magic Strike. The Wiedźmin spends an arcane point as a swift action and for 1 round resolves all melee attacks as touch attacks. You must be 8th level in oder to take this arcana.

Magic Traveler. The Wiedźmin spends an arcane point as an immediate action and teleports a distance equal to 10 times the highest level spell he can cast. If this is done in response to an attack, there is a 50% chance the Wiedźmin avoids the attack. You must be 4th level in order to take this arcana.

Magic Widening. The Wiedźmin spends an arcane point as a free action and can cast a spell as if it were affected by the Widen Spell metamagic feat without increasing the spell’s level. You must be 10th level before you can select this arcana.

Supernatural Spell. The Wiedźmin spends an arcane point as a swift action as part of casting a spell and converts the spell into a supernatural effect. This supernatural spell does not provoke attacks of opportunity, does not require any components, does not require any concentration checks, and is not subjected to spell resistance. The saving throw for the supernatural spell is 10 + ½ the Wiedźmin level + the Wiedźmin's Intelligence modifier.



Combat Casting: The Wiedźmin gains Combat Casting as a bonus feat at 3rd level.

Spell Combat: At 5th level the Wiedźmin gains the ability to cast spells freely while wielding his weapon. To use this ability, the Wiedźmin must have one hand free while wielding a light or one-handed weapon in the other hand. As a full round action, he can make all of his attacks with his melee weapon at a -4 penalty. He can also cast any spell with a casting time of 1 standard action or less from the Wiedźmin spell list. He must cast this spell defensively and takes a -2 penalty on the concentration check. If the check fails, the spell is wasted, but the attacks still suffer the -4 penalty. The base attack bonus of the Wiedźmin is equal to his Wiedźmin level when using spell combat. A Wiedźmin can choose to cast the spell first or make the weapon attacks first, but he cannot cast the spell between weapon attacks if he has more than one attack. Casting a spell in this manner does not provoke Attack of Opportunities (since it is being cast defensively). The Wiedźmin must have one hand free regardless of whether the spell has somatic components or not. The Wiedźmin cannot use spellstrike and spell combat simultaneously.

Counter Spell: At 11th level, whenever an enemy within reach of the Wiedźmin successfully casts a spell defensively, that enemy provokes an attack of opportunity from the Wiedźmin after the spell is complete. This attack of opportunity cannot disrupt the spell.

Improved Spell Combat: At 10th level, the Wiedźmin's ability to cast spells and make melee attacks improves. When using the spell combat ability, the penalty on attack rolls is reduced to -2 and the penalty on the concentration checks is reduce to -1.

Greater Spell Combat: At 15th level, the Wiedźmin gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, the penalty on his attack rolls is reduced to 0, and the penalty to his concentration check is also reduced to 0.

True Arcana: At 20th level a Wiedźmin becomes the master of his art. During Spell Combat a Wiedźmin may cast two spells, but must make a concentration check for each spell independently. In addition he no longer has a limit on the number of spells he can convert into channel spells when using the Spell Strike ability.

In addition to these abilities the Wiedźmin may enter a rage, where all of the secrets of his art become available to him. Once per day he may grant himself access to every Arcana (both reserve, and regular). In addition his Arcane Pool is treated as if being twice as large for the duration of the rage. The Rage lasts for a number of rounds equal to the Wiedźmin's intelligence modifier. These rounds must be consecutive. After the Rage ends the Wiedźmin becomes fatigued and his Arcan pool is reduced to 0.

Recognition:
So, I don't want to steal anyone's ideas, so if you feel like I did not give you enough credit for your ideas, tell me and I will gladly either take down the class or make any changes you want. I DO NOT mean to steal anyones work.

For more indepth recognition:
I borrowed many of the arcana from SmiloDan, I borrowed changes to spell strike and spell combat from Kibeth, and I borrowed the basis for the arcane pool from Bruno Mares, SmiloDan and many others.

Again, if there are any problems let me know and I'll do whatever needs to be done.

Castiel
2010-10-24, 06:36 PM
more arcana

Spell Hunter: you may use a bow/crossbow when using Spell Combat. In addition you may also use it in spell strike. If you fire more that one shot (doubleshot) then you must choose which arrow to apply it to BEFORE you roll attack.

Wand Combat: You may cast a spell from a wand while in Spell Combat.