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nysisobli
2012-06-10, 11:03 AM
Wand Master

Hit Die: d8
Alignment: Any
Starting Age:As Bard.
Starting Money:As Bard.

Class Skills
The Wand Master's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int),Stealth(dex), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points Per Level: (4 + Int modifier)

Wand Master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2| Wandlore, Gain Wand, Arcane Shot +1d6, Cantrips, Scribe Scroll|

2nd|
+1|
+0|
+0|
+3| Arcane Knack +1 |

3rd|
+2|
+1|
+3|
+3| Brew Potion|

4th|
+3|
+1|
+1|
+4|Arcane Knack +2, Arcane Shot +2d6 |

5th|
+3|
+1|
+1|
+4| Craft Wondrous Item|

6th|
+4|
+2|
+2|
+5| Arcane Knack +3, Nonverbal Spells|

7th|
+5|
+2|
+2|
+5| Arcane Shot +3d6, Craft Wondrous Arms and Armor|

8th|
+6/+1|
+2|
+2|
+6| Arcane Knack +4, Expanded Repertoire|

9th|
+6/+1|
+3|
+3|
+6| Forge Ring|

10th|
+7/+2|
+3|
+3|
+7|Arcane Shot +4d6, Arcane Knack +5 |

11th|
+8/+3|
+3|
+3|
+7| Craft Rod, Wand Mastery|

12th|
+9/+4|
+4|
+4|
+8| Arcane Knack +6|

13th|
+9/+4|
+4|
+4|
+8| Arcane Shot +5d6, Craft Staff|

14th|
+10/+5|
+4|
+4|
+9| Arcane Knack +7, Dispelling Slash|

15th|
+11/+6/+1|
+5|
+5 |
+9| Craft Construct|

16th|
+12/+7/+2 |
+5|
+5|
+10 |Arcane Shot +6d6, Arcane Knack +8|

17th|
+12/+7/+2|
+5|
+5|
+10|Wandless Magic |

18th|
+13/+8/+3|
+6|
+11|
+11| Arcane Knack +9|

19th|
+14/+9/+4|
+6|
+11|
+11| Arcane Shot +7d6, Dual Fire |

20th|
+15/+10/+5|
+6|
+12|
+12| Master of The Wand|[/table]


{table=head]Spells Per-Day
{table=head]Level | 1 | 2 | 3 | 4 | 5 | 6
1st | 1 | - | - | - | - | - |
2nd | 2 | - | - | - | - | - |
3rd | 3 | - | - | - | - | - |
4th | 3 | 1 | - | - | - | - |
5th | 4 | 2 | - | - | - | - |
6th | 4 | 3 | - | - | - | - |
7th | 4 | 3 | 1 | - | - | - |
8th | 4 | 4 | 2 | - | - | - |
9th | 5 | 4 | 3 | - | - | - |
10th | 5 | 4 | 3 | 1 | - | - |
11th | 5 | 4 | 4 | 2 | - | - |
12th | 5 | 5 | 4 | 3 | - | - |
13th | 5 | 5 | 4 | 3 | 1 | - |
14th | 5 | 5 | 4 | 4 | 2 | - |
15th | 5 | 5 | 5 | 4 | 3 | -|
16th | 5 | 5 | 5 | 4 | 3 | 1 |
17th | 5 | 5 | 5 | 4 | 4 | 2 |
18th | 5 | 5 | 5 | 5 | 4 | 3 |
19th | 5 | 5 | 5 | 5 | 5 | 4 |
20th | 5 | 5 | 5 | 5 | 5 | 5 |
[/table][/table]

{table=head]Spells Known
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
1st | 4 | 2| - | - | - | - | - |
2nd | 5 | 4 | - | - | - | - | - |
3rd | 6 | 4 | - | - | - | - | - |
4th | 6 | 4 | 2 | - | - | - | - |
5th | 6 | 4 | 3 | - | - | - | - |
6th | 6 | 4 | 4 | - | - | - | - |
7th | 6 | 5 | 4 | 2 | - | - | - |
8th | 6 | 5 | 4 | 3 | - | - | - |
9th | 6 | 5 | 4 | 4| - | - | - |
10th | 6 | 5 | 5 | 4 | 2 | - | - |
11th | 6 | 6 | 5 | 4 | 3 | - | - |
12th | 6 | 6 | 5 | 4 | 4 | - | - |
13th | 6 | 6 | 5 | 5 | 4 | 2 | - |
14th | 6 | 6 | 6 | 5 | 4 | 3 | - |
15th | 6 | 6 | 6 | 5 | 4 | 4 | - |
16th | 6 | 6 | 6| 5 | 5 | 4 | 2 |
17th | 6 | 6 | 6 | 6 | 5 | 4 | 3 |
18th | 6 | 6 | 6 | 6 | 5 | 4 | 4 |
19th | 6 | 6 | 6 | 6 | 5 | 5 |4 |
20th | 6 | 6 | 6 | 6 | 6 | 5 | 5 |
[/table][/table]

Class Features
All of the following are class features of the Wand Master class.

Weapon and Armor Proficiency: A Wand Master is proficient with all simple weapons. Wand Masters are also proficient with light armor and shields (except tower shields). A Wand Master can cast Wand Master spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Wand Master wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass Wand Master still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A Wand Master casts arcane spells, which are drawn from the Wand Master spell list. He can cast any spell he knows without preparing it ahead of time. Every Wand Master spell has a somatic component. To learn or cast a spell, a Wand Master must have a Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Wand Master’s spell is 10 + the spell level + the Wand Master’s Intelligence modifier.
Like other spellcasters, a Wand Master can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Wand Master. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: Wand Master Spells Known indicates that the Wand Master gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
The Wand Master’s selection of spells is extremely limited. A Wand Master begins play knowing four 0-level spells of your choice. At most new Wand Master levels, he gains one or more new spells, as indicated on Table: Wand Master Spells Known. (Unlike spells per day, the number of spells a Wand Master knows is not affected by his Intelligence score; the numbers on Table: Wand Master Spells Known are fixed.)
Upon reaching 5th level, and at every third Wand Master level after that (8th, 11th, and so on), a Wand Master can choose to learn a new spell in place of one he already knows. In effect, the Wand Master “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Wand Master spell the Wand Master can cast. A Wand Master may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a Wand Master need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips (Sp)
Wand Masters learn a number of cantrips, or 0-level spells, as noted on Table: Wand Master Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Arcane Shot (Ex)
Wand Masters gain the ability to channel pure Arcane energy through their wands, this attack does 1d6 per 3 caster levels, the Wand Master possesses, the attack is made by making a ranged touch attack (range 30 feet +5 feet per 2 caster levels). A Wand Master can use this ability a number of times a day equal to his Wand Master level + his Intelligence Modifier. This ability functions as a weapon attack, and therefore can benifit from the effects of things such as a flaming weapon enchantment.

Wandlore
A Wand Master Cannot cast spells without a wand. When wielding a wand the range of all spells greater then close range, become close range ray touch attacks, which gain the full effects of the spell upon reaching the target. (example when casting fireball you select your target, make a ranged touch attack, and upon success the spell erupts causing the effect on the target.)

Gain Wand
At 1st level, a Wand Master gains one wand. His starting wand is battered, and only he knows how to use it properly. All other creatures treat his wand as if it had the broken condition. If the wand already has the broken condition, it does not work at all for anyone else trying to use it. This starting wand can only be sold for scrap (it’s worth 2d10 gp when sold.) This wand grants the wielder a +2 dc on spells of a specific school, this choice cannot be changed once made. A Wand Master can create a new wand with 24 hours of work, and material components costing 200 gp, this wand retains the dc on spells that the previous one had.

Item Creation Bonus Feat: A Wand Master gains a bonus feat every odd level, from the item creation feats.

Arcane Knack(Su): A Wand Master gains a bonus to damage with his wands Arcane blast, Knowledge Arcana, Spellcraft, and Use Magic Device checks. Which increases every other level by one.

Nonverbal Spells(Sp): A Wand Master of 6th level or higher gains the ability to cast spells nonverbally, (3 times a day + your intelligence modifier) you can select one of your spells to be effected by the Silent Spell feat without increasing the spells overall level.

Expanded Repertoire (Su): At 8th level and every four levels thereafter, a Wand Master can add one spell to his spells known from the spell list of any arcane spell-casting class. The spell must be of a level he can cast.

Wand Mastery(Sp): This ability gives the Wand Master the ability to save spell energy in wands other then his usual weapon, when casting a wand with charges, roll percentiles, on a success of 51% or more, retain the charge that would have been expended.

Dispelling Slash (Ex): At 14th level or higher a Wand Master can make an immediete action to dispel a magical effect being targeted at him as per the dispel magic spell, this ability functions 1 time a day.

Wandless Magic(Ex): At 17th level, a Wand Master can cast spells without a wand these spells function with a -4 dc to resist their effects.

Dual Fire(Ex): At 19th level, a Wand Master one per day can cast two spells in one round as one standard action, however he is staggered next round.

Master of The Wand(Ex): At 20th level the dc a Wand Masters wand grants increases by +2, in addition the Wandmaster always retains charges when expended from a wand.

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Wand Master spell list
level 0
Can select from any spells from any classes level 0 spell list.
level 1
Alarm, Shield, Air bubble, Grease, Mage Armor, Mount, Obscurring Mist, Summon Monster 1, Detect Secret Doors, Identify, Charm Person, Memory Lapse, Hydrualic Push, Silent Image, Ray of Enfeeblement, Alter Winds, Animate rope, Enlarge Person, Erase, Featherfall, Reduce Person, Burning Disarm, Command, Cure Light Wounds, Inflict Light Wounds, Shield of Faith.
level 2
Arcane Lock, Resist Energy, Acid Arrow,Fog Cloud, Glitterdust, Retrieve Item, Summon Monster 2, Summon Swarm, Detect Thoughts, Locate Object, Share Memory, Touch of Idiocy, Unnatural Lust, Continual Flame, Darkness, Flaming Sphere, Scorching ray, Invisibility, Minor Image,Blindness/deafness, Scare, Unshakeable Chill, Alter Self, Animal Aspect, Knock, Leviate , Make Whole, Pyrotechnics, Whispering Wind, Aid, Instant Armor, Resist Energy, Shatter, Cure Moderate Wounds, Inflict Moderate Wounds.
Level 3
Dispel Magic, Explosive Runes, Dispel Magic, Nondection, Protection from Energy, Pellet blast, Sleet Storm, Summon Monster 3, Arcane Sight, Seek Thoughts, Deep Slumber, Hold Person, Heroism, Rage, Suggestion, Daylight, Fireball, Lightning bolt, Windwall, Displacement, Invisibility Sphere, Major Image, Marrionette Possession, Vampiric Touch, Anthropomorphic Animal, Beast Shape 1, Blink, Fly, Haste, Shrink Item, Slow, Water Breathing, Animate Dead, Cure Serious Wounds, Inflict Serious Wounds, Stone Shape.
level 4
Dimensional Anchor, Stoneskin, True Form, Black Tentacles, Fleshworm Infestation, Dimension Door, Minor Creation, Summon Monster 4, Solid Fog, Locate Creature, Charm Monster, Ball Lightning, Ice Storm, Greater Invisibility, Enervation, Animal Aspect Greater, Beast Shape 2, Dismissal, Freedom of Movement, Cure Critical Wounds, Inflict Critical Wounds, Sending.
level 5
Break Enchantment, Cloudkill, Major Creation, Summon Monster 5, Teleport, Wall of Stone, Dominate Person, Hold Monster, Magic Jar, Possess Object, Baleful Polymorph, Beast Shape 3, Fabricate, Polymorph, Permancy, Insect Plague, Slay Living, Symbol of Pain,
level 6
Greater Dispel Magic, Acid Fog, Summon Monster 6, Greater Heroism, Chain Lightning, Hellfire Ray, Permenant Image, Shadow Walk, Veil, Create Undead, Major Curse, Disentegrate, Beast Shape 4, Flesh to Stone, Control Water, Banishment, Blade barrier, Heal, Harm.

nysisobli
2012-06-11, 10:18 AM
67 views and no responses? Guess I should mention im aiming for tier 2-3.

zegram 33
2012-06-11, 01:45 PM
hehe, thats actually not bad, some of my classes got about 400 views before their 4th comment

onto the class: its doesnt seem to actually gain many abilities in exchange for 6th level casting. most classes that get levelled off there gain some other form of attack (or at least, of approaching a situation) than their magic, but this guy can use wands or use magic, with rather similar effects, whereas the bard (which this seems fairly based on, stat wise) gets the varied applications of bardic music as well as his spell list, this chap can do a specialist blast dealing moderate/good damage several times a day.

if his wands run out of charge, he's kinda snaffled, and even with the vast amounts of coin you get, that really bites into your income.

i do really like the look of this though, and i think improving it is easily enough done.

what about the ability to recharge magic items?
say at....(scans for a comparativley quiet level) 9th level he can expend one spell slot to recharge a magic wand of equal level by 1d4 uses.

at 15th level its not longer just wands, any magic items. (adds a nice benefit to the party as well, everyone loves more magic item charges and by going up to 6th level spells only it gets rid of wish spamming or anything silly)

EDIT: wands can only store up to 4th level spells anyway, id forgotten that.
i think the point still stands that its worthwhile, though

also allow a magic stave to be used as an opposed choice to wands (but thats mainly because im a staff whore haha)