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JPlayah
2016-02-19, 09:36 PM
Wondermancer

Another joke class. The wondermancer bends the rules of reality in order to BS her way to victory, all while summoning ponies and making her opponents look like bumbling idiots.

I do want this to be a base class, so any ideas to improve or add class features are appreciated, provided they fit the general theme.

Alignment: Any chaotic.
Hit Die: d6.
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: Simple.



Table: The Wondermancer
Hit die: d6



Level

Base
Attack Bonus

Saving Throws

Special



Fort

Ref

Will



1st

+0

+0

+0

+2

Color Blast, Force of Will, Suspend Disbelief



2nd

+1

+0

+0

+3

Make Believe, Summon Pony



3rd

+2

+1

+1

+3

Frolic



4th

+3

+1

+1

+4

Pony Surprise, Wonderland



5th

+3

+1

+1

+4

Pony Power



6th

+4

+2

+2

+5

Magical Bridge



7th

+5

+2

+2

+5





8th

+6/+1

+2

+2

+6





9th

+6/+1

+3

+3

+6





10th

+7/+2

+3

+3

+7

Pony Power



11th

+8/+3

+3

+3

+7





12th

+9/+4

+4

+4

+8

Wish upon a Star



13th

+9/+4

+4

+4

+8





14th

+10/+5

+4

+4

+9





15th

+11/+6/+1

+5

+5

+9

Pony Power



16th

+12/+7/+2

+5

+5

+10





17th

+12/+7/+2

+5

+5

+10





18th

+13/+8/+3

+6

+6

+11





19th

+14/+9/+4

+6

+6

+11





20th

+15/+10/+5

+6

+6

+12

Pony Power



Class Skills (6 + Int modifier per level, ×4 at 1st level): Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Magic Device (Cha), Tumble (Dex).





Class FeaturesAll the following are class features of the wondermancer.

Weapon and Armor Proficiency: Wondermancers are proficient with all simple weapons, with light armor, and with shields (except tower shields).

Color Blast (Su): By concentrating hard enough, a wondermancer can fill the world around her with color. As a standard action, a wondermancer can unleash this blast of color in a 10 foot cone. All creatures in this area must succeed on a Will save (DC 10 + ½ the wondermancer’s class level + the wondermancer’s Charisma modifier) or become stunned for 1 round. This ability is usable a number of times per day equal to ½ the wondermancer’s class level plus the wondermancer’s Charisma modifier (minimum 1).

Force of Will (Ex): A wondermancer adds her Charisma modifier on Will saves rather than her Wisdom modifier.

Suspend Disbelief (Su): The world that a wondermancer experiences is limited only by her imagination. If a wondermancer fails any save or check, she may choose as a free action to make a Will save against the DC of that save or check. If her Will save meets or exceeds the DC, she miraculously succeeds on the save or check despite every indication that she should have failed. This ability is usable a number of times per day equal to the wondermancer’s class level plus the wondermancer’s Charisma modifier (minimum 1).

Make Believe (Su): If you believe in something strongly enough, others might believe in it, too. Beginning at 2nd level, a wondermancer can mimic the spell Silent Image with a caster level equal to her class level. This ability is usable a number of times per day equal to twice the wondermancer’s class level.

Summon Pony (Su): Beginning at 2nd level, a wondermancer gains the power to summon one of nature’s most wondrous and innocent creatures: the pony. To summon a pony, the wondermancer must concentrate for 1 minute on an empty space within 10 feet of her. If her concentration remains unbroken, a pony appears in the colors of the wondermancer’s choice. Like a druid’s animal companion, a wondermancer’s pony serves her faithfully. The pony is trained for combat riding but only takes orders from the wondermancer. It acts on the wondermancer’s initiative.

The wondermancer’s pony remains with the wondermancer until the wondermancer dismisses it as a move action or until its hit points are reduced to 0 or less. In either case, the pony is sent back to the magical realm from which it came, waiting for the wondermancer to summon it again. It is automatically stabilized if it is unconscious, and becomes immune to harmful effects from poison or disease while in its magical realm. If the pony spends at least 1 hour in this magical realm without being summoned, all of its injuries are automatically healed and it is cured of all afflictions.

While riding her pony, the wondermancer and her gear are treated as if they have no weight for the purpose of determining how much the pony can carry.

The wondermancer can use her Suspend Disbelief class feature to help her pony succeed on saves and checks.

If the pony dies, it is brought back to life in its magical realm after 24 hours, suffering no penalties for having been dead.

The table below gives statistics for the wondermancer’s pony based on her class level. The pony is a medium magical beast with two hoof attacks that deal bludgeoning damage equal to 1d4 + Str and a bite attack which deals slashing damage equal to 1d4 + ½*Str. It has a d8 hit die. In addition, the pony gains a +5 racial bonus on Jump checks and it has the Endurance and Run feats. The pony gains 4 skill points at each new hit die and an additional feat that it qualifies for every 3 hit dice. Its class skills are Balance, Jump, Hide, Listen, Move Silently, Spot, and Swim.



Wondermancer Class Level

Pony Hit Dice

Pony Base Attack Bonus

Pony Base Saves

Pony Natural Armor

Pony Speed

Pony Ability Scores



Fort

Ref

Will

Str

Dex

Con

Int

Wis

Cha



2nd

1

+1

+2

+2

+0

+2

40

15

13

14

2

11

4



3rd

2

+2

+3

+3

+0

+2

40

16

14

14

2

11

4



4th

3

+3

+3

+3

+1

+2

40

16

14

14

2

11

4



5th

3

+3

+3

+3

+1

+2

40

16

14

14

2

11

4



6th

4

+4

+4

+4

+1

+3

50

17

15

14

2

11

4



7th

5

+5

+4

+4

+1

+3

50

17

15

14

2

11

4



8th

6

+6/+1

+5

+5

+2

+3

50

17

15

14

2

11

4



9th

6

+6/+1

+5

+5

+2

+3

50

18

16

14

2

11

4



10th

7

+7/+2

+5

+5

+2

+3

50

18

16

14

2

11

4



11th

8

+8/+3

+6

+6

+2

+4

60

18

16

14

2

11

4



12th

9

+9/+4

+6

+6

+3

+4

60

19

17

14

2

11

4



13th

9

+9/+4

+6

+6

+3

+4

60

19

17

14

2

11

4



14th

10

+10/+5

+7

+7

+3

+4

60

19

17

14

2

11

4



15th

11

+11/+6/+1

+7

+7

+3

+4

60

20

18

14

2

11

4



16th

12

+12/+7/+2

+8

+8

+4

+5

70

20

18

14

2

11

4



17th

12

+12/+7/+2

+8

+8

+4

+5

70

20

18

14

2

11

4



18th

13

+13/+8/+3

+8

+8

+4

+5

70

21

19

14

2

11

4



19th

14

+14/+9/+4

+9

+9

+4

+5

70

21

19

14

2

11

4



20th

15

+15/+10/+5

+9

+9

+5

+5

70

21

19

14

2

11

4




Frolic (Su): Happy and carefree, a wondermancer can ignore her troubles by skipping along. At the beginning of each of her turns, a wondermancer of 3rd level or higher can choose to begin frolicking as a free action. While frolicking, the air around the wondermancer sparkles and her footsteps are outlined by splashes of vibrant color, imposing a -10 penalty on Hide checks. During this time, the wondermancer gains the benefits of a Freedom of Movement spell, she gains a +10 dodge bonus to her AC, and she can walk on air and water at any angle. She can also form invisible ladders which allow her to climb effortlessly through any liquid or gas. The wondermancer can frolic for a number of rounds each day equal to her class level plus her Charisma modifier (minimum 1).

Pony Surprise (Su): Beginning at 4th level, a wondermancer can briefly summon her pony to surprise her opponents. In order to do this, the wondermancer must concentrate as a full-round action while her pony is in its magical realm and designate a point within 25 feet + 5 feet per 2 class levels. Upon doing this, the wondermancer’s pony appears at that location and gains a full round’s worth of actions before vanishing back to its magical realm. This ability is usable at will.

Wonderland (Su): The power of nature makes for truly fantastic scenery. Beginning at 4th level, a wondermancer gains a wonderland aura which extends around her in a 15 foot radius. The aura is normally inert, but the wondermancer can activate it as a free action at the beginning of her turn, choosing one of the following effects for it to produce. The aura remains active for 1 minute, but the wondermancer can end the effect early if she wishes. This ability is usable a number of times per day equal to ½ the wondermancer’s class level.

Spring: Flowers bloom and new life comes into being. While this effect is active, the wondermancer and her allies that are within the aura are immune to fear effects, and each of those characters regains a number of hit points per round equal to ¼ the wondermancer’s class level.

Summer: The hot sun warms everything below it. While this effect is active, the wondermancer and her allies that are within the aura are immune to harmful effects from cold environments. In addition, the wondermancer sheds bright light in a 15 foot radius and shadowy illumination in a 30 foot radius.

Autumn: Leaves blow around, covering the ground and obscuring vision. While this effect is active, the wondermancer and her allies that are within the aura gain a +5 circumstance bonus on Hide checks and can hide under the illusory leaves at any time, even while being observed.

Winter: Chilling wind and snow keep everything cool. While this effect is active, the wondermancer and her allies that are within the aura are immune to harmful effects from hot environments. Enemies that are within the aura suffer a -2 penalty on attack rolls, damage rolls, saving throws, and skill checks.

Pony Power: At 5th level and every 5 levels after, a wondermancer chooses one of the special abilities below, permanently improving her pony.

Hippocampus: The pony gains a swim speed equal to its base land speed and gains the ability to breathe underwater. While swimming, the pony conjures a bubble of air which allows its rider to breathe underwater.

Nightmare: The pony’s hoof attacks deal an additional 1d6 points of fire damage and its hooves are treated as magical weapons for the purpose of overcoming damage reduction.

Pegasus: The pony grows a pair of wings, allowing it to fly at twice its land speed with average maneuverability.

Stallion: The pony’s size category increases to large, allowing it to carry a second rider. Its Strength and Constitution scores increase by 2, its speed increases by 10, the damage from its hoof attacks increases to 1d6, and it takes a -1 size penalty to its AC and on attack rolls.

Unicorn: The pony grows a deadly horn, allowing it to make a gore attack which deals piercing damage equal to 1d8 + Str. The damage increases to 1d8 + 2*Str if the pony makes this attack while charging. The pony’s horn is treated as a magical weapon for the purpose of overcoming damage reduction.

Magical Bridge (Su): At 6th level, a wondermancer gains the ability to create a magical bridge of rainbows. To do so, she must designate a point within 25 feet + 5 feet per 2 class levels for the bridge to begin forming at as a standard action. The bridge then extends in a straight line in the direction of the wondermancer’s choice, with a maximum width of 10 feet and a maximum length of 100 feet + 10 feet per class level. If any obstacles are in the way, the bridge flows around them as it forms. The bridge is completely solid, can hold any amount of weight, and lasts for up to 1 minute per class level or until the wondermancer chooses to dismiss it as a free action. This ability is usable a number of times per day equal to ½ the wondermancer’s class level.

Wish upon a Star (Su): The most magical things can happen when one wishes upon a star. Beginning at 12th level, a wondermancer can do so as a standard action, designating a point within 25 feet + 5 feet per 2 class levels as she does so. At the beginning of the wondermancer’s next turn, a small meteor falls from the sky and smashes into the ground at that location, dealing 1d6 points of bludgeoning damage per class level to everything in a 15 foot radius. A Reflex save (DC 10 + ½ the wondermancer’s class level + the wondermancer’s Charisma modifier) halves the damage. This ability is usable three times per day.