PDA

View Full Version : The Arcane Wielder (Base Class)



Schylerwalker
2008-06-10, 02:49 AM
ARCANE WIELDER

As their name implies, an arcane wielder uses magic as a weapon and a tool. They are a part of magic itself, giving themselves wholly to the power that they draw from. As such, they both wield and are wielded by the arcane. Like sorcerers, their power comes from within. However, like wizards, they can use magical texts and the wisdom of their forbears to increase their magical knowledge.
Adventures: Arcane wielders go on adventures to learn more about magic, about themselves, and about how other classes use magic. They relish the chance to test their powers against those that would harm themselves or their allies, delving into ancient dungeons and forgotten temples eagerly in the pursuit of ancient arcane tomes and artifacts.
Characteristics: The arcane wielder possesses a vast number of special abilities, and is a respectable melee combatant as well, though they do far better on the back lines or as scouts. Arcane wielders, being as versatile as they are, are best described as support characters; their many different powers allow them to fill countless roles.
Alignment: Arcane wielders can be of any alignment. Those who trust in the magic that runs through their blood tend to be chaotic, while those who seek out knowledge to increase their power are lawful. Because they have a better understanding on magic than most other spellcasters, they tend to be good, but as the old saying goes; power corrupts, and absolute power corrupts absolutely.
Religion: Many arcane wielders disdain worshipping a god, choosing instead to devote themselves to the pure, raw, untamed magic that flows through living beings. Most, however, revere Boccob, Wee Jas, and sometimes Vecna.
Background: Arcane wielders can be from literally any sort of walk of life; the failed apprentice, unable to truly grasp the ways of the wizard; the young farm boy, brimming with arcane energy; the power-hungry gnome, her powers awakened by magics found deep within the earth. Those who embrace the ways of the sorcerer tend to be shunned from regular society, while those who try wizardry are warily accepted. Most are secretive and mysterious.
Races: Human and half-elven arcane wielders are common and vivacious, burning eagerly through their short lives, usually ending with a bang. Most elf arcane wielders are failed wizards, shamed into self-imposed exile, never to return to their woodland homes. Dwarf arcane wielders are very rare, mostly because that race is so adverse to arcane magic users. Halfling and gnome arcane wielders are uncommon, but not unheard of.
Other Classes: Arcane wielders get along admirably with sorcerers, wizards, bards, rogues, and barbarians. Many have trouble with paladins and particularly honorable knights and fighters, but otherwise they work well with practically any other class. However, some unconsciously find themselves in competition with any fellow spellcasters in the group.
Role: An arcane wielder tends to define his role based on his power selection. An arcane wielder who focuses on damage-dealing powers becomes a center of the party's offensive power. Another may rely on more subtle powers, and thus take a quieter role, such as a scout. A party lacking a bard, druid, sorcerer, or wizard should strongly consider including an arcane wielder. In fact, an arcane wielder in a party already with one of these classes is perfectly acceptable, as with proper power selection, the arcane wielder can fill any role.


GAME RULE INFORMATION

Arcane wielders have the following game statistics.
Abilities: The arcane wielder's most important ability is Intelligence, as it is used for many of the saves, durations, and number of times per day they can use their special powers. Dexterity and Constitution are both useful as well. However, as they are so versatile, virtually any other ability can be useful to an arcane wielder.
Alignment: Any.
Hit Die Size: d8
BAB: Average
Good Saving Throws: Will

Class Skills
The arcane wielder's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), Use Magic Device (Cha). See Chapter 4: Skills (Pg. 61 of the Player's Handbook) for skill descriptions.
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features:
All of the following are class features of the arcane wielder.
Weapon and Armor Proficiency: Arcane wielders are proficient with all simple weapons and a number of martial weapons equal to their Intelligence modifier. They are proficient with light armor but not with shields, aside from bucklers. As long as they are wearing light armor or a buckler, they ignore all arcane spell failure chance from spells cast as an arcane wielder, but not from spells gained from other classes.
Powers: An arcane wielder begins play with one to two powers, special abilities he is born with or learns from a mentor or an arcane text. At first level, the arcane wielder chooses a power, and decides to either put a second point into it, or learn a new power. At every level after first level, an arcane wielder receives a single power point. They can either use this power point to upgrade an old power or choose a new power.
Arcane Practitioner: At fifth level, an arcane wielder chooses three 0 level spells and one 1st level spell from the sorcerer/wizard spell list. They can cast these spells once per day each as spell-like abilities. The caster level of these spells is equal to the number of levels the character has in arcane wielder.
Arcane Devotee: At tenth level, an arcane wielder chooses two 0 level spells, two 1st level spells, and one 2nd level spell from the sorcerer/wizard spell list. They may choose spells that they have already chosen from the Arcane Practitioner class feature. They can cast these spells once per day each as spell-like abilities. The caster level of these spells is equal to the number of levels the character has in arcane wielder +1. The caster level of all their spell-like abilities from Arcane Practitioner are improved by +1.
Familiar: At tenth level, an arcane wielder receives a special familiar. It must be a tiny or small-sized animal to begin with. Turning it into a familiar takes 24 hours and 5,000 gp in special materials. An arcane wielder's familiar improves exactly as a sorcerer's or wizard's does, though it has a number of special benefits. Firstly, an arcane wielder's familiar can transform into a human, at will, for any length of time, as a full round action. While in its human form, the animal can talk, gets a +4 to Strength, Dexterity, and Constitution, and a +2 to Charisma. Secondly, it can transform into an elemental combat form. While in this combat form, it grows by two size categories, and receives a +8 to Strength, a +6 to Constitution, a -4 to Dexterity, +10 natural armor, 6 HD of magical beast, and resistance 10 to two types of energy damage (Chosen at the time of transformation). All of its natural attacks do an additional 1d6 damage of one of the chosen energy types. The familiar can change into its elemental form a number of times per day equal to Intelligence modifier of the arcane wielder, and can remain in that form a number of rounds equal to its new Constitution modifier.
Arcane Savant: At fifteenth level, an arcane wielder chooses one 0 level spell, two 1st level spells, two 2nd level spells, two 3rd level spells, one 4th level spell, and one 5th level spell from the sorcerer/wizard spell list. They may choose spells that they have already chosen from the Arcane Practitioner and Arcane Devotee class features. They can cast these spells once per day each as spell-like abilities. The caster level of these spells is equal to the number of levels the character has in arcane wielder +2. The caster level of all their spell-like abilities from Arcane Practitioner and Arcane Devotee are improved by +1.
Arcane Master: At twentieth level, and every five levels afterwards, the arcane wielder may cast each of his spell-like abilities an additional time per day, and the caster level of each spell improves by +1.


ARCANE WIELDER POWERS

Dimming
1st Power Level: As a full round action, the arcane wielder blurs his outline and becomes indistinctive. He projects into others minds that he is unimportant; in fact, they believe he is non-existent. Those who would normally see, hear, or detect the arcane wielder via a spell or ability must make a Will save versus disbelief (DC 11 + arcane wielder's intelligence modifier) or simply not notice that he is there. Those that do notice him can point him out to others, giving those who failed their first save another save with a +10 circumstance modifier. If the arcane wielder attacks someone, casts a spell, talks loudly, or otherwise tries to attract attention to themselves, the effect is dispelled. After being dispelled (Whether by accident or on purpose) the arcane wielder cannot use this ability again for another 5 rounds.
Arcane Focus: A cloak of some dull or dark color, such as grey, brown, or black.
Material Component: A pinch of dust and a bit of wool.
After 1st Level: Every time the arcane wielder puts another point into this power, its DC increases by 2 and the number of rounds needed before the arcane wielder can use it again decreases by 1 (To a minimum of 1 round).

Shifting
1st Power Level: The arcane wielder focuses on her inner power, gaining the traits of wild beasts. As a full round action, the arcane wielder can gain one of the following benefits:
- 2 claw attacks: Secondary attack, 1d4 + 1/2 Str modifier damage
- Bite attack: Secondary attack, 1d6 + Str modifier damage
- +1 natural armor (This manifests as scales, leathery hide, or thick fur)
- +4 to Spot or Listen (This manifests as larger eyes or ears)
- Low-light vision (This manifests as eyes glowing green-yellow when light hits them)
- Scent (The arcane wielder grows a large snout)
- Webbed feet and hands: Swim +6
- Gills (The arcane wielder can breath underwater)
- Wings: Fly speed 15 ft., clumsy maneuverability (These can be feathered or leathery, like a bat's)
- Padded feet: +2 to Move Silently
- Camouflaged skin: +2 to Hide (The arcane wielder gains strange markings, or the color of their skin changes)
For every full round spent concentration, the arcane wielder can gain another benefit. The arcane wielder can only gain a number of benefits equal to their Intelligence modifier. These benefits last a minute per level. It takes a number of rounds equal to the number of benefits gained + 1 to change back to normal.
After 1st Level: The natural armor improves by +1, the Spot, Listen, Hide, Move Silently and Swim bonuses all increase by +2, the fly speed increases by 5 ft., and the duration increases by 3 minutes for every point put into this power. For every 2 points put into this power, the flying maneuverability goes up one step.

Mindlink
1st Power Level: The arcane wielder can establish a power mental link with another sentient creature. This allows them to communicate telepathically at a range of 50 ft., lets the linked characters know each other's basic emotions and whether the other person is taking damage or being subjected to mind-influencing effects. The arcane wielder must spend a full minute establishing the link, and can only link with one creature at a time. If that creature attempts to resist, the attempt automatically fails (The target doesn't need to make a saving throw; it simply doesn't work), the arcane wielder takes 1d4 damage per Wisdom modifier of the target, and is stunned for 1d3 rounds.
After 1st Level: Every point put into this power improves the telepathy range by 25 ft., and gives a +1 circumstance bonus on Will saves to every mindlinked character. For every power point past the first that the arcane wielder puts in this power, he can link with another character, though the number of characters he is linked with cannot exceed his Intelligence modifier.

Mindthrust
1st Power Level: After intense concentration, the arcane wielder releases powerful blasts of mental energy on a single target. The creature must have a mind (I.e, it cannot be a construct, plant, ooze, or mindless undead) and must be within 100 ft. of the arcane wielder. This attack does 1d6 damage (Will save DC 11 + Int modifier for half damage) to the target. If this damage would reduce the target to 0 or fewer hitpoints, it must make another Will save (With a -2 circumstance penalty) or it is immediately killed. If the target's save exceeds the DC by 10 or more, the arcane wielder must make a Will save (With a +2 circumstance bonus) or take the damage, with no save for half damage!
After 1st Level: For every point put into this power, its range increases by 10 ft., its damage increases by one six-sided die, and the save DC increases by 2.

Mindprobe
1st Power Level: The arcane wielder concentrates on a single target, using his inner energy to delve into the mind of another and look upon their secret thoughts. If the target fails a saving throw (DC 11 + Int modifier), the arcane wielder immediately knows the combined Intelligence, Wisdom, and Charisma modifier of the target, their base attack bonus, their base saving throws, their number of Hit Dice (and what size they are), their skill points per level and their class skills, what feats they have, and what emotions they are currently experiencing. The target does not know that their mind is being examined unless they succeed on the save. If they beat the DC by 5 or more, the arcane wielder takes damage equal to the combined modifiers of the target's Intelligence, Wisdom, and Charisma modifiers multiplied by the target's Hit Dice (No save). Using this power is a full round action.
After 1st Level: The DC increases by 2 and the damage taken if the Mindprobe drastically fails decreases by 5 (Minimum of 5 damage) for every point put into this power.

Lure of the Flames
1st Power Level: Seduced by the heat and light that fire offers to an unnatural level, the arcane wielder now has some control over it. She can create an amount of flame that fills her palm. She takes no damage from this fire until she releases it. This fire sheds light as a torch. Activating this power is a move action. This power has a variety of uses:
- It can be thrown with a 30 ft. range increment, as a ranged touch attack, dealing 1d6 + Int modifier damage fire damage
- It can be wielded in melee, needing only a melee touch attack to deal 1d6 + Int modifier fire damage
- Set combustibles on fire, whether for a light-source, a signal, for cooking, etc.
After 1st Level: Every point put into this power increases its damage by 1 and its range increment by 5 feet.

Movement of the Mind
1st Power Level: The arcane wielder can lift things with his thoughts and move them around. You point your finger at an object and lift it with your mind. The object can weigh no more than (Int modifier x 5) pounds. If it is a living object, it receives a Will save (DC 11 + Int modifier) to resist being moved. As a move action, you can propel the object as far as 15 ft. in any direction, though it must remain within line of sight. You can only move one object at a time.
After 1st Level: The distance you can move the object lengthens by 5 ft., the save DC increases by 2, and the maximum weight of the object increases by 25 pounds for every point put into this power.

Lightning Whip
1st Power Level: After concentrating for a full round, the arcane wielder creates a long, flexible bolt of crackling electricity. She can make touch attacks with it; it deals 1d6 electricity damage, has a 5 ft. range increment, an 18-20 critical threat range, and deals double damage on a successful critical hit. Anyone hit by the lightning whip is entitled to a Reflex save (DC 11 + Int modifier) for half damage.
After 1st Level: The lightning whip does +2 damage, its reach increases by 5 ft., and its DC increases by 2 for every point put into this power.

Aetherspace
1st Power Level: With a snap of your fingers (A swift action), you cause an item that you are currently holding or that is on your person to disappear into an extra-dimensional space. This space can hold up to 15 pounds of items. Living creatures cannot be put into the aetherspace. As a full round action, you can store objects into the aetherspace without snapping your fingers. The object merely vanishes. Calling back items from the aetherspace is a free action that doesn't provoke attacks of opportunity.
After 1st Level: Every point put into this power increases its maximum carrying capacity by 35 pounds.

Aether Object
1st Power Level: With a snap of your fingers (A swift action), you summon an object from nothingness; it appears in one of your free hands. This object can be nearly anything, though its average market price cannot exceed 1 gold piece. You may use this power a number of times per day equal to your Intelligence modifier. This item does not fade away after an allotted time; after being created, it is a real, permanent object.
After 1st Level: A point put into this power increases the maximum value of items that can be created by 2 gp, and the number of times per day it can be used by one.

Aetherbeing
1st Power Level: As a full round action that provokes attacks of opportunity, you create a being from the Aether. This being resembles any humanoid creature you desire, and looks however you want (As long as that creature's Hit Dice does not exceed your own; thus, you could not create a gnoll or a bugbear). That creature's ability scores are as follows; 15, 14, 13, 12, 10, 8, put in any order you wish. The creature can be of any alignment, though its personality is entirely random. It can have levels in any NPC class (See the DMG), as long as its Hit Dice do not exceed your own. The creature comes into existence with its own name in its head. You are not in control of this creature, though you may convince it that you gave it life, and it may follow you around anyways. Only one aetherbeing created by you can be in existence at any given time. To create a new one, the old one most die. The aetherbeing does not come into existence with any clothing or gear. To create the creature, you take 1 permanent point of damage, that cannot be restored short of a miracle or wish spell.
Arcane Focus: A piece of jade carved to look like a heart, worth no less than 50 gp.
After 1st Level: For every 3 power points put into this power, the aetherbeing's starting base ability scores each increase by 1.

Shield
1st Power Level: You gain a permanent +1 shield bonus to your Armor Class. This bonus cannot be dispelled (Except perhaps, by direct divine intervention), and counts towards touch attacks and attacks being made while you are flat-footed. This bonus does not stack with other shield bonuses. It either overlaps or is overlapped by them.
After 1st Level: For every point put into this power, the shield bonus increases by 1.

Airwalk
1st Power Level: A number of times per day equal to your Intelligence modifier, you may walk in any direction over "thick" air. You may walk a total of 10 feet before you have to find solid footing again; otherwise, you fall, taking the consequences of the total height fallen and whatever you happen to fall on to. To others, it appears that you are walking on some invisible force, such as a bridge or stairs, or that you are climbing a ladder.
After 1st Level: Then distance you can travel increases by 10 feet and the number of times you can use this power increases by 1 for every point you put into this power.

Glamour
1st Power Level: You gain a +2 inherent bonus to all of your Charisma related skills while you talk (This includes skills that don't always require talking, such as Intimidate and Disguise). Your smooth, enchanting voice calms and bewitches those who hear it, compelling them to agree with and confide in you. As a full round action, you can charm a single target you are talking to (DC 11 + Int modifier) for a number of minutes equal to your Intelligence modifier.
Material Component: A bit of honey and a dab of perfume or scented oil on the throat worth at least 5 gps.
After 1st Level: Every point put into this power increases the bonus of all of its skills by +2, improves the DC of its charming ability 2, and the duration of its charming ability by one minute.

Stepping Sideways
1st Power Level: The arcane wielder slashes their hand downwards, creating a jagged dimensional rift. After stepping through, the rift disappears behind them with a pop. They appear 5 ft. away in any direction (Including up). This is an immediate action. Spells and items that prevent extraplanar travel can counter this spell (Such as dimensional anchor). The arcane wielder cannot go underground unless they know of a cavity beneath them, and they cannot go around a corner unless they know what the space around it looks like (In short, they must have line of sight).
After 1st Level: Every point put into this power increases the distance that can be traveled by 5 ft.

The Dragon's Ire
1st Power Level: As a full round action that provokes attacks of opportunity, you enter a killing rage. This rage grants you a +2 morale bonus to Strength, Dexterity, Constitution, all saving throws, and a +1 inherent bonus to natural armor. This rage lasts one round per arcane wielder level. After the rage is over, the arcane wielder is exhausted for a minute per 10 points of damage that was taken while in the rage. The arcane wielder can use this power a number of times per day equal to her Intelligence modifier. While in this rage, she cannot use any other class features.
After 1st Level: The morale bonus to saves and the inherent bonus to armor class both increase by 1 for every point put into this power. Every 3 points put into this power increases the +2 morale bonus to Strength, Dexterity, and Constitution, and increases the duration and times per day by 1.

Schylerwalker
2008-06-10, 02:51 AM
Thoughts? Suggestions on new powers, or tweaking of old ones?

Also thoughts on any new feats specific for these guys would be cool.

insecure
2008-06-10, 07:38 AM
It would be nice if you can organize it some more. Maybe add a table for an easy reference and put all of the class features in bold. Such things.

Schylerwalker
2008-06-10, 03:19 PM
How exactly do you do that, with the whole table thing?

insecure
2008-06-10, 03:50 PM
Here (http://www.giantitp.com/forums/misc.php?do=bbcode) are the codes available on this forum.

Schylerwalker
2008-06-10, 05:31 PM
I'm getting nowhere with the whole table format, so I might just put it back the way I had it before. With the bold titles everywhere, it should be pretty easy to sift through.

Charlie Kemek
2008-06-10, 06:13 PM
try making it here (http://pifro.com/dnd/NEW/)

Schylerwalker
2008-06-10, 06:41 PM
Wow! That is an incredibly awesome tool!

So, my formatting issues aside, what do people actually think?

Schylerwalker
2008-06-12, 07:06 PM
Well, from the number of views I'm seeing and the lack of posts I'm seeing, I would guess that not many people are impressed. :smallfrown:

Or maybe people are taking one look at it then fainting. :smallconfused:

Please, input people! Do you love it, do you hate it, do you just not give a damn?

Pie Guy
2008-06-12, 07:20 PM
What are it's HD?

Schylerwalker
2008-06-13, 01:08 AM
...Oops...


d8

JerichoPenumbra
2009-10-28, 09:14 PM
Weren't there a lot more abilities they had that you told me about?