Xuldarinar
2013-07-11, 12:46 PM
WILD CHALLENGER
Hit Die: d8
Requirements
Class Features: Knight's Challenge
Skills: Knowledge (the planes) 4 ranks, Spellcraft 4 ranks
Feats: Combat Casting
Spells or Spell-Like Abilities: Arcane caster level 1st.
Class Skills
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|+1|+0|+0|+2|knight's challenge, wild magic, Wild challenger's code|-
2nd|+2|+0|+0|+3|Ignore spell failure 10%|+1 level of existing arcane spellcasting class
3rd|+3|+1|+1|+3|-|+1 level of existing arcane spellcasting class
4th|+4|+1|+1|+4|Student of Chaos, Ignore spell failure 15%|-
5th|+5|+1|+1|+4|-|+1 level of existing arcane spellcasting class
6th|+6|+2|+2|+5|Ignore spell failure 20%|+1 level of existing arcane spellcasting class
7th|+7|+2|+2|+5|Chaotic Mind|-
8th|+8|+2|+2|+6|Ignore spell failure 25%|+1 level of existing arcane spellcasting class
9th|+9|+3|+3|+6|-|+1 level of existing arcane spellcasting class
10th|+10|+3|+3|+7|Reckless Dweomer, Ignore spell failure 30%|-
Class Features
Weapon and Armor Proficiency: Wild challengers gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: At each level, with exception to 1st and every three levels there after, a wild challenger gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class before becoming a wild challenger, she must decide to which class to add each level for the purpose of determining spells per day and spells known.
Knight's challenge: The wild challenger's class levels are added to their knight levels for the purposes of advancing knight's challenge.
Wild magic: A wild challenger casts spells differently from any other arcane spell caster. She reduces her caster level by 3 for all spells she casts from now on. However, every time she casts a spell, her use of wild magic adds 1d6 to her adjusted caster level.
Wild Challenger's Code: Upon entering the wild challenger class, your code of conduct relaxes. You are no longer required to maintain a lawful alignment to remain a knight. This, however, does not release you from the knight's code.
Ignore Spell Failure (Ex): Beginning at 2nd level, a wild challenger can ignore a portion of arcane spell failure chance associated with using armor. This reduction starts at 10% and gradually increases to 30%, as shown on the class table. A wild challenger subtracts the given percentage value from their total spell failure chance, if any.
Student of Chaos (Ex): Whenever a wild challenger of 4th level or higher uses a magic item that offers a randomly determined effect, she can roll twice and choose between the two results. If a random roll is made only once to determine the nature or contents of a device, a wild challenger gains no special advantage.
Chaotic Mind (Su): When a wild challenger reaches 7th level, the power of chaos infuses her mind. She gains immunity to confusion and insanity spells and effects, and she is shielded by a continuous non detection effect.
Reckless Dweomer (Su): At 10th level, a wild challenger learns how to spontaneously convert her own spell energy into random, unpredictable results. As a standard action, she can eliminate a prepared spell or spell slot of at least 1st level to create an effect similar to that of activating a rod of wonder. The character's student of chaos ability applies when she uses her reckless dweomer ability.
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Don't know if its any good, but it was an idea I had and just had to get out there. This is essentially mixing the knight class with the Wild mage prc. If anyone has any ideas for additions/changes/ect. then feel free to say so.
Hit Die: d8
Requirements
Class Features: Knight's Challenge
Skills: Knowledge (the planes) 4 ranks, Spellcraft 4 ranks
Feats: Combat Casting
Spells or Spell-Like Abilities: Arcane caster level 1st.
Class Skills
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|+1|+0|+0|+2|knight's challenge, wild magic, Wild challenger's code|-
2nd|+2|+0|+0|+3|Ignore spell failure 10%|+1 level of existing arcane spellcasting class
3rd|+3|+1|+1|+3|-|+1 level of existing arcane spellcasting class
4th|+4|+1|+1|+4|Student of Chaos, Ignore spell failure 15%|-
5th|+5|+1|+1|+4|-|+1 level of existing arcane spellcasting class
6th|+6|+2|+2|+5|Ignore spell failure 20%|+1 level of existing arcane spellcasting class
7th|+7|+2|+2|+5|Chaotic Mind|-
8th|+8|+2|+2|+6|Ignore spell failure 25%|+1 level of existing arcane spellcasting class
9th|+9|+3|+3|+6|-|+1 level of existing arcane spellcasting class
10th|+10|+3|+3|+7|Reckless Dweomer, Ignore spell failure 30%|-
Class Features
Weapon and Armor Proficiency: Wild challengers gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: At each level, with exception to 1st and every three levels there after, a wild challenger gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class before becoming a wild challenger, she must decide to which class to add each level for the purpose of determining spells per day and spells known.
Knight's challenge: The wild challenger's class levels are added to their knight levels for the purposes of advancing knight's challenge.
Wild magic: A wild challenger casts spells differently from any other arcane spell caster. She reduces her caster level by 3 for all spells she casts from now on. However, every time she casts a spell, her use of wild magic adds 1d6 to her adjusted caster level.
Wild Challenger's Code: Upon entering the wild challenger class, your code of conduct relaxes. You are no longer required to maintain a lawful alignment to remain a knight. This, however, does not release you from the knight's code.
Ignore Spell Failure (Ex): Beginning at 2nd level, a wild challenger can ignore a portion of arcane spell failure chance associated with using armor. This reduction starts at 10% and gradually increases to 30%, as shown on the class table. A wild challenger subtracts the given percentage value from their total spell failure chance, if any.
Student of Chaos (Ex): Whenever a wild challenger of 4th level or higher uses a magic item that offers a randomly determined effect, she can roll twice and choose between the two results. If a random roll is made only once to determine the nature or contents of a device, a wild challenger gains no special advantage.
Chaotic Mind (Su): When a wild challenger reaches 7th level, the power of chaos infuses her mind. She gains immunity to confusion and insanity spells and effects, and she is shielded by a continuous non detection effect.
Reckless Dweomer (Su): At 10th level, a wild challenger learns how to spontaneously convert her own spell energy into random, unpredictable results. As a standard action, she can eliminate a prepared spell or spell slot of at least 1st level to create an effect similar to that of activating a rod of wonder. The character's student of chaos ability applies when she uses her reckless dweomer ability.
_______________________
Don't know if its any good, but it was an idea I had and just had to get out there. This is essentially mixing the knight class with the Wild mage prc. If anyone has any ideas for additions/changes/ect. then feel free to say so.