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    Default Re: Base Class Contest XXXX - Happy Little Accidents

    Wizard of the Coast
    "Wow! Optimally tailored classes!"
    -William Osmund the Capricious, Wizard of the Coast

    While others take credit when optimal talent creates, Wizards of the Coast will often tailor classes with optimal talents, causing wonderful, or terrible, classes.

    AdventuresWanderings of true chance: Wizards of the Coast wander often to collect what only they can wonder on, taking curious writings of the civilisations.

    CharacteristicsWhat offers this class?: What other terrible classes weakly offer, true creators will only turn contrary with. On the character, wizards of the coast will often take characteristics with overpowering transfer capabilities, which only their casting will offer to counter.

    AlignmentWhat order to contrive?: Whichever of the customs. Wizards of the Coast will often take characteristics without one tiny constraint.

    ReligionWhich observance to choose?: Whatever. One true creator will offer true consistence, which offers trivial constraint.

    BackgroundWhat once took character: Wizards of the Coast were once the creators, who originally took control.

    RacesWho, oh the creator?: Whichever of the creatures.

    Other Classes: Wizards of the Coast wrought others: the classes. Which of them credit Wizards of their creation? Wavering on their commonality, with obligation thinly circulated.

    RoleWhat operation, this class?: Wizards of the coast wield otherworldly, terrible casting with other true capabilities.

    AdaptationWhat of this campaign?: Wizards of the Coast write only those campaigns with optimal, talented creation. Without offering that, create wierd orders complete with offering the characters Wizard of the Coast writing out their character.

    Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd 4th 5th 6th 7th
    1st +0 +0 +0 +2 Wright of Talented Chassis 1/day 3 1
    2nd +1 +0 +0 +3 Watching over the Cities 3 2
    3rd +1 +1 +1 +3 Waking of True Class 1/day 3 2 1
    4th +2 +1 +1 +4 Wright of Talented Chassis 2/day 3 3 2
    5th +2 +1 +1 +4 Wisdom of Trap Crafting 1/day 3 3 2
    6th +3 +2 +2 +5 Waking of True Class 2/day 3 3 3 1
    7th +3 +2 +2 +5 Wright of Talented Chassis 3/day 3 3 3 2
    8th +4 +2 +2 +6 Warden of Towering Creatures 1/day 3 3 3 2
    9th +4 +3 +3 +6 Waking of True Class 3/day 3 3 3 3 1
    10th +5 +3 +3 +7 Wright of Talented Chassis 4/day 3 3 3 3 2
    11th +5 +3 +3 +7 Wide Open Template Contraction 1/day, Wisdom of Trap Crafting 2/day 3 3 3 3 2
    12th +6/+1 +4 +4 +8 Waking of True Class 4/day 3 3 3 3 3 1
    13th +6/+1 +4 +4 +8 Wright of Talented Chassis 5/day 3 3 3 3 3 2
    14th +7/+2 +4 +4 +9 Wake of Terrible Cataclysm 1/day 3 3 3 3 3 2
    15th +7/+2 +5 +5 +9 Waking of True Class 5/day 3 3 3 3 3 3 1
    16th +8/+3 +5 +5 +10 Wright of Talented Chassis 6/day 3 3 3 3 3 3 2
    17th +8/+3 +5 +5 +10 Warden of Towering Creatures 2/day, Wisdom of Trap Crafting 3/day 3 3 3 3 3 3 2
    18th +9/+4 +6 +6 +11 Waking of True Class 6/day 3 3 3 3 3 3 3 1
    19th +9/+4 +6 +6 +11 Wright of Talented Chassis 7/day 3 3 3 3 3 3 3 2
    20th +10/+5 +6 +6 +12 Wrath of the Creator 3 3 3 3 3 3 3 2
    Alignment: Any
    Hit Die: 1d4

    Class Skills:
    The class skills of the wizard of the coast (and the key ability score for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
    Skill Points at 1st Level: (2 + Int modifier) 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Weapons of the Class
    Wizards of the coast are proficient in all simple weapons, but not with any kind of armour or shield.

    Wizardry of the Coast
    Wizards of the coast cast spells exactly like wizards do, except where noted on Table: The Wizard of the Coast.

    Wright of Talented Chassis (Sp)
    Once per day, plus once per day per 3 levels after first, the wizard of the coast can adjust a creature's class abilities (or abilities from racial hit dice) in terms of their proficiency, base attack bonus, hit dice, skills and saving throws. The adjustment lasts for the rest of the day (usually 16 hours, or 22 hours if the wizard of the coast uses a ring of sustenance) in each case. The effects stack where applicable, and the wizard of the coast can apply them to any creature by touching that creature. If the creature is hostile, the wizard of the coast must make a melee touch attack to hit but the attempt isn't wasted if the attack misses (a wizard of the coast at first level who misses an attack with this ability can still attempt to use it later).

    The wizard of the coast can, for any one save, cause all the creature's classes and hit dice to use the low progression (like a commoner's saves) or the high progression (like a monk's save). Instead, the wizard of the coast can either cause all the creature's classes and hit dice to use a base attack progression one higher, or conversely to use a progression one lower. For example, the wizard of the coast could cause a rogue wizard to use the fighter's base attack progression for rogue levels and the rogue's for wizard levels. Alternatively, the rogue wizard can be forced to use the wizard's base attack progression for all levels. With a second use of the ability, the wizard of the coast can make all levels and hit dice use either the fighter's or the wizard's base attack progression. The wizard of the coast can also, for any one category of weapons or armour (simple, martial, exotic, light, medium, heavy, shields, tower shields) add or remove proficiency from a creature.

    Alternatively, the wizard of the coast can add an additional skill rank per level and an additional class skill to all of the target's class levels. The target can then spend the skill ranks immediately, taking into account the new class skill (and doubling the efficiency of all previous cross-class ranks which were spent in that skill). However, when the ability expires, the same skill ranks must be removed. The wizard of the coast can target an enemy to reduce the enemy's skill ranks per level, but in this case the skill ranks are removed from a skill chosen by the wizard of the coast, and any remaining ranks are removed randomly. Again, the same ranks are restored later.

    Finally, the wizard of the coast can effectively increase or reduce a creature's hit die size, though for the sake of simplicity the effect either increases or reduces the target's current and maximum hit points by 1, plus 1 per hit die of the target, even if the hit die size would normally be increased by more or less than that (d12 to d20, for example). In either case, when the duration expires the creature's current hit points are not recalculated, so there is no chance of the creature dying at the end of the effect (if the creature's current hit points are higher than the new maximum, the excess is still lost).

    Watching Over the Cities (Ex)
    A wizard of the coast of at least second level is more comfortable in settlements than others, mainly because he can actually remember off the top of his head what the rules for settlements are. He can treat a settlement as one category bigger or smaller for whatever purposes that avails him in.

    Waking of True Class (Sp)
    A wizard of the coast can awaken or render dormant the class features of a creature for the rest of the day, once per day per three levels. In doing so, he chooses some class feature owned by the creature and either adds or subtracts one third his wizard of the coast level from the creature's effective level when using that class feature, and can even add or remove a class feature by changing the creature's effective level to the point where they can use it (such as by adding 1 to a paladin's effective level for the paladin's special mount), but cannot choose any feature which grants spells, powers, utterances, martial maneuvers, mysteries, invocations, vestiges, tricks, or anything else which can be considered a "Power source" (as per the Rules Compendium). The DM should determine what is and isn't a class's power source based on common sense and these examples, as there is no way to be exhaustive. The wizard of the coast additionally cannot target the Waking of True Class class feature, even of another wizard of the coast. That way lies headaches.

    In the case of an ability with multiple uses per day (or some other period of time), the current and maximum uses per day are both increased when the ability is activated and only the maximum uses are reassessed when it ends, except that the current uses left is reduced to the maximum if higher. In the case of an ability with some kind of cooldown that reduces as the class gains levels (such as changing from 1/hour to 1/minute), if they are delevelled in this way and their ability's cooldown is increased, then if the ability is currently cooling down the current remaining cooldown is not extended. If the waking of true class effect ends while the ability which it affected was on cooldown, the remaining time is reduced to the new cooldown if it's higher. Similarly, if you improve a creature's effective level while their ability is on cooldown, they only need to wait the new cooldown time at most.

    This ability has a range of touch and requires a touch attack to use on hostile targets, just like the Wright of True Chassis class feature.

    Some examples:
    • A ninth-level wizard of the coast uses this ability on a ninth-level fighter's bonus feats. The fighter either loses their last bonus feat (for being 8th level) for the duration, and regains that exact feat when the duration ends, or gains two new bonus feats (for being 10th and 12th level) and loses those exact feats when the duration ends.
    • A ninth-level wizard boosts the Lay on Hands ability of a 16-charisma paladin also of ninth level, increasing the healing per day from 27 to 36. If the paladin heals six hit points of damage in the next sixteen hours, then the total hit points aren't reassessed except to maximise them at 27.
    • The adventurer is a class which can use its Lucky Escape class feature 1/hour from eighth and 1/minute from fourteenth level. If a twelfth-level adventurer is boosted by a sixth-level wizard of the coast after using a lucky escape 10 minutes ago, she only needs to wait 1 minute to use it again, not 50. If she had used it fifty-nine minutes and 9 rounds ago, she would only have to wait a round, not a minute. The wizard of the coast can't improve the adventurer's "Adventurer talents" class feature, which gives an array of powerful, class-defining abilities and is considered a power source.


    Wisdom of Trap Crafting (Sp)
    Once per day at fifth level and every six levels thereafter, the wizard of the coast can as a standard action create and set up a trap of CR equal to up to half his level.

    Warden of Towering Creatures (Sp)
    The Wizard of the Coast can, once per day at eighth level and once more every nine levels thereafter, cause a creature to increase or decrease in size by touching them. The creature changes up to one size category per five wizard of the coast levels, to a maximum of colossal and a minimum of fine. If targeted at a dragon, the change can be up to colossal+ which is considered one size higher than colossal in this case. This lasts for the rest of the day and requires a touch attack against hostile creatures.

    Wide Open Template Contraction (Sp)
    Once per day at 11th level and every 12 levels thereafter, the wizard of the coast can add or remove a template with a level adjustment up to one third his level to or from a creature, or remove a template with a challenge rating adjustment up to one third his level from a creature, for the rest of the day with a successful touch. In the case that he removes a template, he must know which template he is attempting to remove, though he can guess at one. If the template cannot be added or removed, whether because the creature can't have the template applied, the creature doesn't have the template to be removed, the template's LA and/or CR adjustments are too high, or the touch attack misses, the use of the ability isn't wasted.

    Wake of Terrible Cataclysm (Sp)
    Once per day at 14th level and once more per day every 15 levels after 14th, the wizard of the coast can create a weather effect or other natural disaster. He can create a weather effect of CR up to half his level, treating a hurricane as CR 8 and all lower wind effects as a low enough CR that he can manage this from 14th level.

    Wrath of the Creator (Sp)
    At 20th level, the wizard of the coast gains the ability to copy in its entirety any class feature which isn't a power source, isn't a source of bonus feats, and doesn't have limited uses per day (cooldowns are fine), at his own level. As a swift action, he can change which class feature he is copying, so long as the ability isn't on cooldown. For example, he can copy a rogue's sneak attack special ability, gaining 1d6 sneak attack plus 1d6 for each wizard of the coast level after 2nd. If he copied a class's ability to use a dragon's breath weapon every 1d4 rounds (although he couldn't copy a dragonfire adept's breath weapon, which is its power source), he then can't change what ability he's copying during those 1d4 rounds.
    Last edited by Jormengand; 2017-07-05 at 09:20 AM.