Lesser Naboo
2013-03-17, 01:46 AM
This is the first time I've ever done any homebrew. It's probably going to suck. Since this is my first homebrew, it's based pretty heavily off of the Wizard. The basic concept here is a wizard/mad scientist. And there will be explosions.
Mad Mage
Many cast arcane magic. One of the most well-known is the wizard. Some consider them to be insane experimenters, working on some spell or construct in their labs. But they are not the insane ones. No, those would be the Mad Mages.
The archetypical Mad Mage is an insane old man doing crazy and probably unethical experiments in a lab. This represents quite a few of them, but not all. Many adventure, for varying reasons. Some seek to gain knowledge or power. Some want to test new spells. Still others want to do it for the thrill and fun. A rare few are motivated by higher ideal of good or evil.
Game Rule Information
Alignment: Mad mages are empowered by chaos, and thus cannot be lawful. They tend to neutrality, as many focus on research for research’s sake. They can be any non-lawful alignment.
Hit Die: d6. Mad mages who can’t take a hit don’t last long.
Abilities: Intelligence is key, as it is the main casting stat. Constitution is also important, considering the amount of punishment these characters take due to explosions. Dexterity is useful for AC, rays, and reflex saves. Having low wisdom is thematically appropriate.
Class Skills:
Concentration(Con), Craft(Int), Decipher Script(Int), Knowledge(Int), Profession(Wis), and Spellcraft(Int)
Skill Points at 1st Level: (2+Int mod)*4
Skills at Subsequent Levels: 2+Int mod
Mad Mage
Many cast arcane magic. One of the most well-known is the wizard. Some consider them to be insane experimenters, working on some spell or construct in their labs. But they are not the insane ones. No, those would be the Mad Mages.
The archetypical Mad Mage is an insane old man doing crazy and probably unethical experiments in a lab. This represents quite a few of them, but not all. Many adventure, for varying reasons. Some seek to gain knowledge or power. Some want to test new spells. Still others want to do it for the thrill and fun. A rare few are motivated by higher ideal of good or evil.
Game Rule Information
Alignment: Mad mages are empowered by chaos, and thus cannot be lawful. They tend to neutrality, as many focus on research for research’s sake. They can be any non-lawful alignment.
Hit Die: d6. Mad mages who can’t take a hit don’t last long.
Abilities: Intelligence is key, as it is the main casting stat. Constitution is also important, considering the amount of punishment these characters take due to explosions. Dexterity is useful for AC, rays, and reflex saves. Having low wisdom is thematically appropriate.
Class Skills:
Concentration(Con), Craft(Int), Decipher Script(Int), Knowledge(Int), Profession(Wis), and Spellcraft(Int)
Skill Points at 1st Level: (2+Int mod)*4
Skills at Subsequent Levels: 2+Int mod