Ironsmith
2018-08-14, 04:08 PM
Half-Wit: The village idiot who somehow manages to bring down a dragon.
Class Features:
Hit Die: d6
Skill Points at 1st Level
(2 + Int modifier) × 4.
Skill Points at Each Additional Level
4 + Int modifier.
Alignment: Any.
Weapon and Armor Proficiency: A Half-Wit is proficient with simple weapons only.
Idiocy: A Half-Wit has a new ability score, hereafter referred to as "Idiocy", from which a good portion of its class features are derived. This score is at all times equal to 10-Intelligence. If Intelligence should be incremented at any time, such as when the Half-Wit is targeted with Fox's Cunning, Idiocy takes a corresponding hit; likewise, if Intelligence is decremented at any point, the Half-Wit's Idiocy rises to an equal degree. For gameplay purposes, a Half-Wit behaves as though they have a nonzero Intelligence score, even if their Intelligence drops to 0.
Ignorance: A Half-Wit "casts" spells, drawn from the spell list below. These spells do not need to be prepared ahead of time, and may be cast spontaneously, similar in nature to the Sorcerer. A Half-Wit must have an Idiocy equal to or greater than a spell's level to be able to cast it. Unlike most spellcasters, what the Half-Wit does is not actually magical; creatures with spell resistance and anti-magic effects do not hamper the Half-Wit's "spellcasting" abilities. The save DCs for these spells, where applicable, are Charisma-based.
Generally, the Half-Wit is unaware that using this ability is in any way strange, and having the impossibility of what's being done pointed out to him demands that the Half-Wit make a Will save (DC 10+Spell Level) or else end the spell prematurely.
Available Spells:
0: Resistance, Daze, Ghost Sound, Mending, Open/Close, Prestidigitation, Light, Disrupt Undead, Mage Hand
1: Endure Elements, Hold Portal, Protection from Good/Evil/Chaos/Law, Shield, Mage Armor, Unseen Servant, Comprehend Languages, Identify, True Strike, Charm Person, Ventriloquism, Erase, Expeditious Retreat, Jump, Magic Weapon
2: Arcane Lock, Obscure Object, Protection From Arrows, Resist Energy, Detect Thoughts, Locate Object, See Invisibility, Daze Monster, Hideous Laughter, Touch of Idiocy, Blur, Misdirection, Darkvision, Knock, Levitate, Rope Trick, Spider Climb
3: Dispel Magic, Nondetection, Protection from Energy, Phantom Steed, Arcane Sight, Tongues, Heroism, Rage, Suggestion, Displacement, Fly, Haste, Keen Edge, Greater Magic Weapon, Slow, Water Breathing
4: Dimensional Anchor, Remove Curse, Dimension Door, Minor Creation, Detect Scrying, Locate Creature, Charm Monster, Confusion, Crushing Despair, Lesser Geas, Shout, Greater Invisibility, Bestow Curse
5: Break Enchantment, Mage's Private Sanctum, Mage's Faithful Hound, Major Creation, Teleport, Contact Other Plane, Feeblemind, Mind Fog, False Vision, Blight, Fabricate, Overland Flight, Telekinesis, Permanency
6: Antimagic Field, Greater Dispel Magic, Repulsion, Legend Lore, True Seeing, Geas/Quest, Greater Heroism, Mass Suggestion, Mislead, Transformation
7: Sequester, Spell Turning, Instant Summons, Mage's Magnificent Mansion, Greater Teleport, Phase Door, Teleport Object, Greater Arcane Sight, Insanity, Control Weather, Reverse Gravity, Statue
8: Dimensional Lock, Mind Blank, Protection From Spells, Discern Location, Moment of Prescience, Antipathy, Mass Charm Monster, Irresistible Dance, Power Word Stun, Sympathy, Greater Shout, Sunburst, Screen, Clone
9: Freedom, Foresight, Power Word Kill, Time Stop, Wish
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per day (0)
1
2
3
4
5
6
7
8
9
1st
0
2
2
0
Idiocy
5
3
-
-
-
-
-
-
-
-
2nd
1
3
3
0
6
4
-
-
-
-
-
-
-
-
3rd
1
3
3
1
6
5
-
-
-
-
-
-
-
-
4th
2
4
4
1
6
6
3
-
-
-
-
-
-
-
5th
2
4
4
1
6
6
4
-
-
-
-
-
-
-
6th
3
5
5
2
6
6
5
3
-
-
-
-
-
-
7th
3
5
5
2
6
6
6
4
-
-
-
-
-
-
8th
4
6
6
2
6
6
6
5
3
-
-
-
-
-
9th
4
6
6
3
6
6
6
6
4
-
-
-
-
-
10th
5
7
7
3
6
6
6
6
5
3
-
-
-
-
11th
5
7
7
3
6
6
6
6
6
4
-
-
-
-
12th
6/1
8
8
4
6
6
6
6
6
5
3
-
-
-
13th
6/1
8
8
4
6
6
6
6
6
6
4
-
-
-
14th
7/2
9
9
4
6
6
6
6
6
6
5
3
-
-
15th
7/2
9
9
5
6
6
6
6
6
6
6
4
-
-
16th
8/3
10
10
5
6
6
6
6
6
6
6
5
3
-
17th
8/3
10
10
5
6
6
6
6
6
6
6
6
4
-
18th
9/4
11
11
6
6
6
6
6
6
6
6
6
5
3
19th
9/4
11
11
6
6
6
6
6
6
6
6
6
6
4
20th
10/5
12
12
6
6
6
6
6
6
6
6
6
6
6
Spells Known:
Level
0
1
2
3
4
5
6
7
8
9
1st
4
2
-
-
-
-
-
-
-
-
2nd
5
2
-
-
-
-
-
-
-
-
3rd
5
3
-
-
-
-
-
-
-
-
4th
6
3
1
-
-
-
-
-
-
-
5th
6
4
2
-
-
-
-
-
-
-
6th
7
4
2
1
-
-
-
-
-
-
7th
7
5
3
2
-
-
-
-
-
-
8th
8
5
3
2
1
-
-
-
-
-
9th
8
5
4
3
2
-
-
-
-
-
10th
9
5
4
3
2
1
-
-
-
-
11th
9
5
5
4
3
2
-
-
-
-
12th
9
5
5
4
3
2
1
-
-
-
13th
9
5
5
4
4
3
2
-
-
-
14th
9
5
5
4
4
3
2
1
-
-
15th
9
5
5
4
4
4
3
2
-
-
16th
9
5
5
4
4
4
3
2
1
-
17th
9
5
5
4
4
4
3
3
2
-
18th
9
5
5
4
4
4
3
3
2
1
19th
9
5
5
4
4
4
3
3
3
2
20th
9
5
5
4
4
4
3
3
3
3
Class Features:
Hit Die: d6
Skill Points at 1st Level
(2 + Int modifier) × 4.
Skill Points at Each Additional Level
4 + Int modifier.
Alignment: Any.
Weapon and Armor Proficiency: A Half-Wit is proficient with simple weapons only.
Idiocy: A Half-Wit has a new ability score, hereafter referred to as "Idiocy", from which a good portion of its class features are derived. This score is at all times equal to 10-Intelligence. If Intelligence should be incremented at any time, such as when the Half-Wit is targeted with Fox's Cunning, Idiocy takes a corresponding hit; likewise, if Intelligence is decremented at any point, the Half-Wit's Idiocy rises to an equal degree. For gameplay purposes, a Half-Wit behaves as though they have a nonzero Intelligence score, even if their Intelligence drops to 0.
Ignorance: A Half-Wit "casts" spells, drawn from the spell list below. These spells do not need to be prepared ahead of time, and may be cast spontaneously, similar in nature to the Sorcerer. A Half-Wit must have an Idiocy equal to or greater than a spell's level to be able to cast it. Unlike most spellcasters, what the Half-Wit does is not actually magical; creatures with spell resistance and anti-magic effects do not hamper the Half-Wit's "spellcasting" abilities. The save DCs for these spells, where applicable, are Charisma-based.
Generally, the Half-Wit is unaware that using this ability is in any way strange, and having the impossibility of what's being done pointed out to him demands that the Half-Wit make a Will save (DC 10+Spell Level) or else end the spell prematurely.
Available Spells:
0: Resistance, Daze, Ghost Sound, Mending, Open/Close, Prestidigitation, Light, Disrupt Undead, Mage Hand
1: Endure Elements, Hold Portal, Protection from Good/Evil/Chaos/Law, Shield, Mage Armor, Unseen Servant, Comprehend Languages, Identify, True Strike, Charm Person, Ventriloquism, Erase, Expeditious Retreat, Jump, Magic Weapon
2: Arcane Lock, Obscure Object, Protection From Arrows, Resist Energy, Detect Thoughts, Locate Object, See Invisibility, Daze Monster, Hideous Laughter, Touch of Idiocy, Blur, Misdirection, Darkvision, Knock, Levitate, Rope Trick, Spider Climb
3: Dispel Magic, Nondetection, Protection from Energy, Phantom Steed, Arcane Sight, Tongues, Heroism, Rage, Suggestion, Displacement, Fly, Haste, Keen Edge, Greater Magic Weapon, Slow, Water Breathing
4: Dimensional Anchor, Remove Curse, Dimension Door, Minor Creation, Detect Scrying, Locate Creature, Charm Monster, Confusion, Crushing Despair, Lesser Geas, Shout, Greater Invisibility, Bestow Curse
5: Break Enchantment, Mage's Private Sanctum, Mage's Faithful Hound, Major Creation, Teleport, Contact Other Plane, Feeblemind, Mind Fog, False Vision, Blight, Fabricate, Overland Flight, Telekinesis, Permanency
6: Antimagic Field, Greater Dispel Magic, Repulsion, Legend Lore, True Seeing, Geas/Quest, Greater Heroism, Mass Suggestion, Mislead, Transformation
7: Sequester, Spell Turning, Instant Summons, Mage's Magnificent Mansion, Greater Teleport, Phase Door, Teleport Object, Greater Arcane Sight, Insanity, Control Weather, Reverse Gravity, Statue
8: Dimensional Lock, Mind Blank, Protection From Spells, Discern Location, Moment of Prescience, Antipathy, Mass Charm Monster, Irresistible Dance, Power Word Stun, Sympathy, Greater Shout, Sunburst, Screen, Clone
9: Freedom, Foresight, Power Word Kill, Time Stop, Wish
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per day (0)
1
2
3
4
5
6
7
8
9
1st
0
2
2
0
Idiocy
5
3
-
-
-
-
-
-
-
-
2nd
1
3
3
0
6
4
-
-
-
-
-
-
-
-
3rd
1
3
3
1
6
5
-
-
-
-
-
-
-
-
4th
2
4
4
1
6
6
3
-
-
-
-
-
-
-
5th
2
4
4
1
6
6
4
-
-
-
-
-
-
-
6th
3
5
5
2
6
6
5
3
-
-
-
-
-
-
7th
3
5
5
2
6
6
6
4
-
-
-
-
-
-
8th
4
6
6
2
6
6
6
5
3
-
-
-
-
-
9th
4
6
6
3
6
6
6
6
4
-
-
-
-
-
10th
5
7
7
3
6
6
6
6
5
3
-
-
-
-
11th
5
7
7
3
6
6
6
6
6
4
-
-
-
-
12th
6/1
8
8
4
6
6
6
6
6
5
3
-
-
-
13th
6/1
8
8
4
6
6
6
6
6
6
4
-
-
-
14th
7/2
9
9
4
6
6
6
6
6
6
5
3
-
-
15th
7/2
9
9
5
6
6
6
6
6
6
6
4
-
-
16th
8/3
10
10
5
6
6
6
6
6
6
6
5
3
-
17th
8/3
10
10
5
6
6
6
6
6
6
6
6
4
-
18th
9/4
11
11
6
6
6
6
6
6
6
6
6
5
3
19th
9/4
11
11
6
6
6
6
6
6
6
6
6
6
4
20th
10/5
12
12
6
6
6
6
6
6
6
6
6
6
6
Spells Known:
Level
0
1
2
3
4
5
6
7
8
9
1st
4
2
-
-
-
-
-
-
-
-
2nd
5
2
-
-
-
-
-
-
-
-
3rd
5
3
-
-
-
-
-
-
-
-
4th
6
3
1
-
-
-
-
-
-
-
5th
6
4
2
-
-
-
-
-
-
-
6th
7
4
2
1
-
-
-
-
-
-
7th
7
5
3
2
-
-
-
-
-
-
8th
8
5
3
2
1
-
-
-
-
-
9th
8
5
4
3
2
-
-
-
-
-
10th
9
5
4
3
2
1
-
-
-
-
11th
9
5
5
4
3
2
-
-
-
-
12th
9
5
5
4
3
2
1
-
-
-
13th
9
5
5
4
4
3
2
-
-
-
14th
9
5
5
4
4
3
2
1
-
-
15th
9
5
5
4
4
4
3
2
-
-
16th
9
5
5
4
4
4
3
2
1
-
17th
9
5
5
4
4
4
3
3
2
-
18th
9
5
5
4
4
4
3
3
2
1
19th
9
5
5
4
4
4
3
3
3
2
20th
9
5
5
4
4
4
3
3
3
3