shatterspike1
2012-10-19, 02:43 PM
Me and a group of friends had the bright idea to do a campaign where every class was made by the players, pending the approval of the other players. We're going with a system where anyone who wants to DM that night can, and we're running it so the characters gain a level after every session to rapidly assess the power level of the classes. I'll be posting our classes up here looking for feedback.
Wild Chainer
There are those who learn their spells through careful study. There are those who have inborn talent for spellcasting. And then, there are those who just have a talent for disrupting the magic they see around them, causing intricate and unexpected patterns to form. This third group is the Wild Chainers. Having little understanding of spells but much understanding of magic as a whole. Somewhere in between a field of study and a natural talent, Wild Chaining is all about giving themselves over to the magic they see as a very real thing around them, a stream of colors that roils and seethes. Not only can they see it, they can splash it into strange, unexpected patterns.
Adventures
A Wild Chainer lives to see new patterns, and adventuring gives them the chance to use their often dangerous craft away from the eyes of the law. Whether good or evil, Wild Chainers all seem to delight in the wake of their craft, although good chainers take care to exercise it not around innocents (adventuring partners nonwithstanding).
Characteristics
Wild Chainers have a number of effects they can cause to reliably happen by exercising basic control over the stream of magic that are very quickly found by trial and error. Every Wild Chainer can produce this limited set of effects known as first order chains. As the stream becomes more and more disrupted, they have a chance of causing second order and third order chains. Of course, working this quickly can also cause the entirely unexpected to happen: a Wild Surge. A Wild Chainer always knows and can perform their Chains as long as they have Chain Points remaining, and only need a good night's rest to restore their Chain Points.
Alignment
Given the disruptive nature of a Wild Chainer, they cannot be lawful. A Wild Chainer that becomes lawful retains all class features but can no longer advance in levels of Wild Chainer. A lawful creature could not open themselves to this kind of wild magic.
Religion
Religious Wild Chainers are rare, although not unheard of. Most of them tend not to worship any deity at all.
Background
Generally Wild Chainers have one of two paths: either they began to see magic and learned to manipulate it on their own by some coincidence of nature, or they actually decided to pursue magical studies in some more disciplined field (such as wizards) but found the arcane theories too detached.
Races
It should not be surprising that Wild Chainers are common among Humans and Gnomes. Wild Chaining is less common among Half-elves and Elves, oddly enough, as their view of magic is closer to "created" rather than "disrupted". It is especially rare among Dwarves, as even one Wild Chainer can bring down a Dwarven mountainhome. Fear the Dwarven Wild Chainer.
Other Classes
Wild Chainers occasionally have levels of Wizard, having started their lives in the more disciplined field. They are very rarely Clerics but seem to be more at home as a Favored Soul. Sorcerer and Druid Wild Chainers are almost unheard of, given the different paths the Sorcerer and Wild Chainer takes, and the disruption a Wild Chainer causes with nature. Barbarians and Bards make natural Wild Chainers due to their similar philosophies.
Role
A Wild Chainers Chains are almost all destructive effects, making them an effective damage dealer. On top of this, a lucky Wild surge can do nearly anything a party needs. An unlucky one can bring a Wild Chainers ruin, however.
Game Rule Information
Wild Chainers have the following game statistics.
Abilities: Charisma is the most important stat for a Wild Chainer, determining how powerful their Chains are. Constitution is important for additional hit points (surviving wild surges), Dexterity is important for ranged touch attacks (surviving wild surges), and Intelligence is important for extra skill points (will I survive this wild surge?).
Alignment: Any non-lawful.
Hit Die: d6.
Class Skills
The Wild Chainer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge Any (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points per Level
2 + Int modifier.
Table: The Wild Chainer
Table: The Wild Chainer
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialChain PointsWild Chain %
1st
+0
+0
+2
+2Level 1 Chains, Wild Surge, Magic Sight, Wild Boosting
3
5%
2nd
+1
+0
+3
+3Will to Fight
5
7%
3rd
+1
+1
+3
+3Mutation
7
10%
4th
+2
+1
+4
+4
9
12%
5th
+2
+1
+4
+4Level 2 Chains
18
14%
6th
+3
+2
+5
+5
24
16%
7th
+3
+2
+5
+5Overchaining
30
18%
8th
+4
+2
+6
+6
36
20%
9th
+4
+3
+6
+6Level 3 Chains
51
22%
10th
+5
+3
+7
+7Surge Chaining
61
24%
11th
+5
+3
+7
+7Mutation
71
26%
12th
+6/+1
+4
+8
+8
81
28%
13th
+6/+1
+4
+8
+8Level 4 Chains
102
30%
14th
+7/+2
+4
+9
+9Improved Wild Boosting
116
32%
15th
+7/+2
+5
+9
+9
130
34%
16th
+8/+3
+5
+10
+10
144
36%
17th
+8/+3
+5
+10
+10Level 5 Chains
171
38%
18th
+9/+4
+6
+11
+11
189
40%
19th
+9/+4
+6
+11
+11Mutation
207
43%
20th
+10/+5
+6
+12
+12Unstoppable Chain
225
45%
Class Features
All of the following are features of the Wild Chainer.
Weapon and Armor Proficiency
Wild Chainers are proficient with all simple weapons and one martial weapon of their choice, and with light armor.
Chains (Su)
A Wild Chainer can use Chains as standard action, which are drawn from the Chain list.
A Wild Chainer expends a certain number of Chain Points for using a Chain, as described below. If a Wild Chainer does not have enough Chain Points to pay the cost of a Chain, he may not use that Chain. His Chain Points are restored to their maximum value at the end of an extended rest.
1st Level: 1
2nd Level: 3
3rd Level: 5
4th Level: 7
5th Level: 9
6th Level: 11
7th Level: 13
A Wild Chainer recieves bonus chain points for a high charisma as described on the bonus spell points table in Unearthed Arcana.
A Wild Chainer has access to every Chain on the Chain list of the levels he can Chain. He never needs to prepare a Chain.
The Save DC for any Chain is equal to 10 + (2*chain level) + Cha modifier.
Wild Surge (Su)
A Wild Chainer may, instead of Chaining, cause a Wild Surge to occur for the same cost and up to the same level as the Chain he was attempting. Additionally, any time a Wild Chainer fails a concentration check when attempting to chain, he instead has a Wild Surge.
Wild Chain %
Every time a Wild Chainer Chains a First or Second Order Chain, he must roll percentile dice. If he rolls under or equal to his class level, he has an uncontrollable Wild Surge, based on the level of the Chain he was attempting. If he rolls under or equal his Wild Chain % but above his class level, he may perform a Second Order Chain, or a Third Order Chain if the chain he was rolling on was a Second Order Chain. If he chooses to perform one of these chains, he must roll again. A Third Order Chain cannot chain again, the percentile is only rolled to check for Wild Surges. If the Wild Chainer rolls above his Wild Chain %, nothing happens and he doubles his Wild Chain % and Wild Surge chance. He continues to double until either a Wild Surge or Second/Third Order Chain occurs, at which point the values reset to their base.
Magic Sight (Su)
A Wild Chainer has the ability to see the true form of magic flowing all around him, but little ability to understand the subtleties. A Wild Chainer can immediately perceive any magical object, area, creature, or effect he could see, and recognize it as magical. To recognize anything more, he'd need to make a Spellcraft Check (DC 15 + Spell/Effect Level) to recognize whether the effect would be harmful, helpful, or more complex than that. Illusions tend to have trouble fooling this ability, although it isn't impossible.
Wild Boosting
A Wild Chainer may temporarily increase his Wild Surge chance by 1% to increase his Wild Chain % by 1%. This ability may be used as a free action.
Will to Fight (Ex)
At 2nd level, a Wild Chainer gains the ability to use his Charisma modifier in place of Dexterity on ranged touch attacks.
Mutations (Ex)
At 3rd, 11th, and 19th level, a Wild Chainer's exposure to so much strange magic begins to change him physically. You may choose a mutation from this list for him to take.
Acid Blood: A Wild Chainer's blood turns an unnatural green shade as it becomes acidic. The Wild Chainer gains Acid Resistance 10, as well as dealing 2d6 acid damage per round for 5 rounds to whatever his blood gets on, unless it is washed off.
Adrenal Pumps: The Wild Chainer's adrenal gland gains the ability to dump a large amount of adrenaline all at once. Once per day, the Wild Chainer may gain a +4 bonus to Strength and Constitution and +30 ft. to his movement speed for five rounds, but be fatigued for double that afterwards.
Amphibious: The Wild Chainer's skin takes on a smooth appearance as he gains webbing in the fingers and toes as well as gills. He gains the ability to breathe underwater and a 40 ft. swim speed.
Boiling Blood: A Wild Chainer's blood boils as it becomes extremely hot, but this somehow seems not to affect the Wild Chainer. He gains Fire Resistance 10, as well as dealing 2d6 fire damage per round for 5 rounds to whatever his blood gets on, unless it is washed off.
Carapace: A Wild Chainer's skin takes on a glossy sheen and becomes hard. He gains Natural Armor +2.
Chaos Inversion: The more you drain them, the more powerful they are. Whenever a Wild Chainer takes ability damage or drain, he gains a bonus to rolls based on the related stat equal to the amount of damage or drain. Likewise, any non-permanent ability increases he gains give a penalty of the same amount. This ability may be turned on or off as a free action.
A Wild Chainer may only take this mutation at level 11 or above.
Crushing Blows: A Wild Chainer's limbs become ridged and hard as rocks. His unarmed strike is upgraded to a 1d8.
Mind Warp: A Wild Chainer's mind become fluid and seems to dodge around external intrusions. The Wild Chainer gains an extraordinary Mind Blank effect permanently.
A Wild Chainer may only take this mutation at level 19 and above.
Polymorphism: A Wild Chainer can morph themselves around transformative effects. Any time a Wild Chainer would be transformed in any regard other than size, he gains the effects of a Shapechange spell with caster level equal to his Chainer level.
A Wild Chainer may only take this mutation at level 19 and above.
Wings: A Wild Chainer grow wings. These give him a 40 ft. fly speed with good manuverability.
A Wild Chainer may only take this mutation at level 11 and above.
Overchaining
If a Wild Chainer does not have enough Chain Points, he may use his remaining hit points as a substitute. When he does this, he take an additional 1d6 damage on top of this. Damage reduction does not reduce either of these.
Surge Chaining
At level 10, a Wild Chainer gains the ability to improvise and save Wild Surges. Whenever a Wild Chainer Wild Surges, he may roll his Wild Chain % to cause a Second-Order Surge of a level equal to or below that of the Wild Surge. If he fails, nothing happens. If he gets another Wild Surge, he may not use this ability on that Wild Surge.
Improved Wild Boosting
At level 14, a Wild Chainer gains the ability to temporarily increase his Wild Surge chance by 2% to increase his Wild Chain % by 3%. This ability may be used as a free action.
This ability replaces Wild Boosting.
Unstoppable Chain
At level 20, a Wild Chainer's ability to disrupt magic becomes so incredible he may chain and wild surge inside of anti-magic fields and through other anti-magic effects.
Next post is Chains.
Wild Chainer
There are those who learn their spells through careful study. There are those who have inborn talent for spellcasting. And then, there are those who just have a talent for disrupting the magic they see around them, causing intricate and unexpected patterns to form. This third group is the Wild Chainers. Having little understanding of spells but much understanding of magic as a whole. Somewhere in between a field of study and a natural talent, Wild Chaining is all about giving themselves over to the magic they see as a very real thing around them, a stream of colors that roils and seethes. Not only can they see it, they can splash it into strange, unexpected patterns.
Adventures
A Wild Chainer lives to see new patterns, and adventuring gives them the chance to use their often dangerous craft away from the eyes of the law. Whether good or evil, Wild Chainers all seem to delight in the wake of their craft, although good chainers take care to exercise it not around innocents (adventuring partners nonwithstanding).
Characteristics
Wild Chainers have a number of effects they can cause to reliably happen by exercising basic control over the stream of magic that are very quickly found by trial and error. Every Wild Chainer can produce this limited set of effects known as first order chains. As the stream becomes more and more disrupted, they have a chance of causing second order and third order chains. Of course, working this quickly can also cause the entirely unexpected to happen: a Wild Surge. A Wild Chainer always knows and can perform their Chains as long as they have Chain Points remaining, and only need a good night's rest to restore their Chain Points.
Alignment
Given the disruptive nature of a Wild Chainer, they cannot be lawful. A Wild Chainer that becomes lawful retains all class features but can no longer advance in levels of Wild Chainer. A lawful creature could not open themselves to this kind of wild magic.
Religion
Religious Wild Chainers are rare, although not unheard of. Most of them tend not to worship any deity at all.
Background
Generally Wild Chainers have one of two paths: either they began to see magic and learned to manipulate it on their own by some coincidence of nature, or they actually decided to pursue magical studies in some more disciplined field (such as wizards) but found the arcane theories too detached.
Races
It should not be surprising that Wild Chainers are common among Humans and Gnomes. Wild Chaining is less common among Half-elves and Elves, oddly enough, as their view of magic is closer to "created" rather than "disrupted". It is especially rare among Dwarves, as even one Wild Chainer can bring down a Dwarven mountainhome. Fear the Dwarven Wild Chainer.
Other Classes
Wild Chainers occasionally have levels of Wizard, having started their lives in the more disciplined field. They are very rarely Clerics but seem to be more at home as a Favored Soul. Sorcerer and Druid Wild Chainers are almost unheard of, given the different paths the Sorcerer and Wild Chainer takes, and the disruption a Wild Chainer causes with nature. Barbarians and Bards make natural Wild Chainers due to their similar philosophies.
Role
A Wild Chainers Chains are almost all destructive effects, making them an effective damage dealer. On top of this, a lucky Wild surge can do nearly anything a party needs. An unlucky one can bring a Wild Chainers ruin, however.
Game Rule Information
Wild Chainers have the following game statistics.
Abilities: Charisma is the most important stat for a Wild Chainer, determining how powerful their Chains are. Constitution is important for additional hit points (surviving wild surges), Dexterity is important for ranged touch attacks (surviving wild surges), and Intelligence is important for extra skill points (will I survive this wild surge?).
Alignment: Any non-lawful.
Hit Die: d6.
Class Skills
The Wild Chainer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge Any (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points per Level
2 + Int modifier.
Table: The Wild Chainer
Table: The Wild Chainer
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialChain PointsWild Chain %
1st
+0
+0
+2
+2Level 1 Chains, Wild Surge, Magic Sight, Wild Boosting
3
5%
2nd
+1
+0
+3
+3Will to Fight
5
7%
3rd
+1
+1
+3
+3Mutation
7
10%
4th
+2
+1
+4
+4
9
12%
5th
+2
+1
+4
+4Level 2 Chains
18
14%
6th
+3
+2
+5
+5
24
16%
7th
+3
+2
+5
+5Overchaining
30
18%
8th
+4
+2
+6
+6
36
20%
9th
+4
+3
+6
+6Level 3 Chains
51
22%
10th
+5
+3
+7
+7Surge Chaining
61
24%
11th
+5
+3
+7
+7Mutation
71
26%
12th
+6/+1
+4
+8
+8
81
28%
13th
+6/+1
+4
+8
+8Level 4 Chains
102
30%
14th
+7/+2
+4
+9
+9Improved Wild Boosting
116
32%
15th
+7/+2
+5
+9
+9
130
34%
16th
+8/+3
+5
+10
+10
144
36%
17th
+8/+3
+5
+10
+10Level 5 Chains
171
38%
18th
+9/+4
+6
+11
+11
189
40%
19th
+9/+4
+6
+11
+11Mutation
207
43%
20th
+10/+5
+6
+12
+12Unstoppable Chain
225
45%
Class Features
All of the following are features of the Wild Chainer.
Weapon and Armor Proficiency
Wild Chainers are proficient with all simple weapons and one martial weapon of their choice, and with light armor.
Chains (Su)
A Wild Chainer can use Chains as standard action, which are drawn from the Chain list.
A Wild Chainer expends a certain number of Chain Points for using a Chain, as described below. If a Wild Chainer does not have enough Chain Points to pay the cost of a Chain, he may not use that Chain. His Chain Points are restored to their maximum value at the end of an extended rest.
1st Level: 1
2nd Level: 3
3rd Level: 5
4th Level: 7
5th Level: 9
6th Level: 11
7th Level: 13
A Wild Chainer recieves bonus chain points for a high charisma as described on the bonus spell points table in Unearthed Arcana.
A Wild Chainer has access to every Chain on the Chain list of the levels he can Chain. He never needs to prepare a Chain.
The Save DC for any Chain is equal to 10 + (2*chain level) + Cha modifier.
Wild Surge (Su)
A Wild Chainer may, instead of Chaining, cause a Wild Surge to occur for the same cost and up to the same level as the Chain he was attempting. Additionally, any time a Wild Chainer fails a concentration check when attempting to chain, he instead has a Wild Surge.
Wild Chain %
Every time a Wild Chainer Chains a First or Second Order Chain, he must roll percentile dice. If he rolls under or equal to his class level, he has an uncontrollable Wild Surge, based on the level of the Chain he was attempting. If he rolls under or equal his Wild Chain % but above his class level, he may perform a Second Order Chain, or a Third Order Chain if the chain he was rolling on was a Second Order Chain. If he chooses to perform one of these chains, he must roll again. A Third Order Chain cannot chain again, the percentile is only rolled to check for Wild Surges. If the Wild Chainer rolls above his Wild Chain %, nothing happens and he doubles his Wild Chain % and Wild Surge chance. He continues to double until either a Wild Surge or Second/Third Order Chain occurs, at which point the values reset to their base.
Magic Sight (Su)
A Wild Chainer has the ability to see the true form of magic flowing all around him, but little ability to understand the subtleties. A Wild Chainer can immediately perceive any magical object, area, creature, or effect he could see, and recognize it as magical. To recognize anything more, he'd need to make a Spellcraft Check (DC 15 + Spell/Effect Level) to recognize whether the effect would be harmful, helpful, or more complex than that. Illusions tend to have trouble fooling this ability, although it isn't impossible.
Wild Boosting
A Wild Chainer may temporarily increase his Wild Surge chance by 1% to increase his Wild Chain % by 1%. This ability may be used as a free action.
Will to Fight (Ex)
At 2nd level, a Wild Chainer gains the ability to use his Charisma modifier in place of Dexterity on ranged touch attacks.
Mutations (Ex)
At 3rd, 11th, and 19th level, a Wild Chainer's exposure to so much strange magic begins to change him physically. You may choose a mutation from this list for him to take.
Acid Blood: A Wild Chainer's blood turns an unnatural green shade as it becomes acidic. The Wild Chainer gains Acid Resistance 10, as well as dealing 2d6 acid damage per round for 5 rounds to whatever his blood gets on, unless it is washed off.
Adrenal Pumps: The Wild Chainer's adrenal gland gains the ability to dump a large amount of adrenaline all at once. Once per day, the Wild Chainer may gain a +4 bonus to Strength and Constitution and +30 ft. to his movement speed for five rounds, but be fatigued for double that afterwards.
Amphibious: The Wild Chainer's skin takes on a smooth appearance as he gains webbing in the fingers and toes as well as gills. He gains the ability to breathe underwater and a 40 ft. swim speed.
Boiling Blood: A Wild Chainer's blood boils as it becomes extremely hot, but this somehow seems not to affect the Wild Chainer. He gains Fire Resistance 10, as well as dealing 2d6 fire damage per round for 5 rounds to whatever his blood gets on, unless it is washed off.
Carapace: A Wild Chainer's skin takes on a glossy sheen and becomes hard. He gains Natural Armor +2.
Chaos Inversion: The more you drain them, the more powerful they are. Whenever a Wild Chainer takes ability damage or drain, he gains a bonus to rolls based on the related stat equal to the amount of damage or drain. Likewise, any non-permanent ability increases he gains give a penalty of the same amount. This ability may be turned on or off as a free action.
A Wild Chainer may only take this mutation at level 11 or above.
Crushing Blows: A Wild Chainer's limbs become ridged and hard as rocks. His unarmed strike is upgraded to a 1d8.
Mind Warp: A Wild Chainer's mind become fluid and seems to dodge around external intrusions. The Wild Chainer gains an extraordinary Mind Blank effect permanently.
A Wild Chainer may only take this mutation at level 19 and above.
Polymorphism: A Wild Chainer can morph themselves around transformative effects. Any time a Wild Chainer would be transformed in any regard other than size, he gains the effects of a Shapechange spell with caster level equal to his Chainer level.
A Wild Chainer may only take this mutation at level 19 and above.
Wings: A Wild Chainer grow wings. These give him a 40 ft. fly speed with good manuverability.
A Wild Chainer may only take this mutation at level 11 and above.
Overchaining
If a Wild Chainer does not have enough Chain Points, he may use his remaining hit points as a substitute. When he does this, he take an additional 1d6 damage on top of this. Damage reduction does not reduce either of these.
Surge Chaining
At level 10, a Wild Chainer gains the ability to improvise and save Wild Surges. Whenever a Wild Chainer Wild Surges, he may roll his Wild Chain % to cause a Second-Order Surge of a level equal to or below that of the Wild Surge. If he fails, nothing happens. If he gets another Wild Surge, he may not use this ability on that Wild Surge.
Improved Wild Boosting
At level 14, a Wild Chainer gains the ability to temporarily increase his Wild Surge chance by 2% to increase his Wild Chain % by 3%. This ability may be used as a free action.
This ability replaces Wild Boosting.
Unstoppable Chain
At level 20, a Wild Chainer's ability to disrupt magic becomes so incredible he may chain and wild surge inside of anti-magic fields and through other anti-magic effects.
Next post is Chains.