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2009-11-12, 10:54 PM (ISO 8601)
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Wand Walker (Mechanised Spellcaster) Please PEACH
Wand Walker{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Craft Specialised Wand, Wand Quarell (1)
2nd|+1|+0|+0|+3|Wand Slot Modification, Wand Effect Modification
3rd|+2|+1|+1|+3|Craft Improved Specialised Wand
4th|+3|+1|+1|+4|Wand Quarell (2), Mechanical Insight
5th|+3|+1|+1|+4|Wand Craft Master, Wand Effect Modification
6th|+4|+2|+2|+5|Wand Slot Modification, Spell Swap
7th|+5|+2|+2|+5|Wand Quarell (3), Mechanical Integration
8th|+6/+1|+2|+2|+6|Wand Craft Prefect, Wand Effect Modification
9th|+6/+1|+3|+3|+6|Spell Sink (Lesser),
10th|+7/+2|+3|+3|+7|Wand Craft Grand Master, Empowered Strike
11th|+8/+3|+3|+3|+7|Wand Slot Modification, Master Spell Swap
12th|+9/+4|+4|+4|+8|Wand Quarell (4), Wand Effect Modification
13th|+9/+4|+4|+4|+8|Spell Sink(Greater),
14th|+10/+5|+4|+4|+9|Wand Slot Modification, Improved Empowered Strike
15th|+11/+6/+1|+5|+5|+9|Metawand Creation, Mechanical Mind
16th|+12/+7/+2|+5|+5|+10|Wand Quarell (5), Spell Sink (Perfect)
17th|+12/+7/+2|+5|+5|+10|Wand Slot Modification, Wand Burst (1/Day)
18th|+13/+8/+3|+6|+6|+11|Wand Quarell (6), Dual wand Quarell
19th|+14/+9/+4|+6|+6|+11|Wand Slot Modification, Metawand Improvement
20th|+15/+10/+5|+6|+6|+12|Mechanical Symbiot, Mechanical Genius, Wand Burst (2/Day).
[/table]
Spell Level Wand creation{table="head"] |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|3|1|—|—|—|—|—|—|—|—
2nd|4|2|—|—|—|—|—|—|—|—
3rd|4|2|1|—|—|—|—|—|—|—
4th|4|3|2|—|—|—|—|—|—|—
5th|4|3|2|1|—|—|—|—|—|—
6th|4|3|3|2|—|—|—|—|—|—
7th|4|4|3|2|1|—|—|—|—|—
8th|4|4|3|3|2|—|—|—|—|—
9th|4|4|4|3|2|1|—|—|—|—
10th|4|4|4|3|3|2|—|—|—|—
11th|4|4|4|4|3|2|1|—|—|—
12th|4|4|4|4|3|3|2|—|—|—
13th|4|4|4|4|4|3|2|1|—|—
14th|4|4|4|4|4|3|3|2|—|—
15th|4|4|4|4|4|4|3|2|1|—
16th|4|4|4|4|4|4|3|3|2|—
17th|4|4|4|4|4|4|4|3|2|1
18th|4|4|4|4|4|4|4|3|3|2
19th|4|4|4|4|4|4|4|4|3|3
20th|4|4|4|4|4|4|4|4|4|4
[/table]
Alignment: Any lawful
Hit Die: 1d10
Class Skills:
Class Skills
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Skills:
Appraise (Int), Balance (Dex), Climb (Str), Craft: Wands (Int), Decipher Script (Int), Disable Device (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), Swim (Str), Use Magic Device (Cha).
The Wand Walker. Part construct Part human. A bio-organic machine. The Wand Walker starts out their life as a perfectly normal human who desires more control over their own bodies, and their abilities. So they fine tune. Slowly, as more modifications are added, as more magic is infused into their very core, they become the machine they so highly respect. Able to fire off charges from Wands through their palms, able to infuse parts of their body with the magic contained within wands, and able to lay devastation to a battlefield from inside the powerful chamber they reside in, the Wand Walker is a dangerous enemy to have and more often than not, seen as an abomination by most of the general populace.
Class Features
Spoiler
Craft Specialised Wand Specialised wands are cheaper by 50% both in material and XP costs. For all intensive purposes, this Class feature functions as a normal Craft: Wand, however the Specialised Wand can only
ever be used by the Wand Walker. If another individual barring a divine entity or some other higher power try and use the wand, it explodes, dealing 10d4 fire damage to all nearby. Specialised wands cannot be "Cast" they must be
inserted into either a Wand Quarrell or Wand Slot. The level of spell that a Wand Walker can infuse is listed on the table above. The Wand Walker has access to all Sorceror and Wizard spells, can transcribe from scrolls, and can
learn spells from other wizards spell books. However, he cannot cast these spells. All spells must be infused into a wand.
Wand Quarrell
The Wand Walker has modified his arm so that he may fire off charges from a wand through his palm. This is a painful process, and the Wand Walker requires a month of recovery after each modification to his arms. The Quarrell can initially only fit one wand, this increases to two at fourth level, three at seventh level, four at twelfth level, five at sixteenth level, and finally six at eighteenth level. The wands must be activated as per the spells
(ranged spells fired from a distance, touch spells within melee range) and apart from being fired from the palm, function like the spells exactly identical to both wizard and sorceror spells. Spells with a casting time are converted to "Instant". It is a Swift Action to swap from one wand to another as long as it is in the Quarell. Changing a wand out of the Quarell for a new one takes one hour per wand due to mechanical fidgeting and connections.
Wand Slot Modification
The Wand Walker has become fixated with improving himself. He may now attach one wand per body slot to his person. These body slots are: Legs (2), Arms (2), Torso (1), Head (1). He may choose any slot to fit at any level. Each slot applied to his person grants him DR 1/- up to a maximum of DR 6/-. This reflects the Mechanical changes his body undergoes. The Wand Walker may only apply applicable spells to body parts. E.G Haste Wands may only ever be placed in the legs, Shield spells may only ever be placed in the torso, True Seeing spells may only ever be placed in the Head. Once a wand is placed in a body slot, that wand is semi-permanent. The Wand Walker may only ever switch out the Wand for another upon gaining a level. Effect/Targeted/Ranged spells cannot be placed in Body slots.
All spells must effect the Wand Walker directly, or protect him directly. The effects of these spells are permanent, and do not need to be cast repetitively.
Wand Effect Modification
The Wand Walker may now choose to effect any of his spells (area or targeted) at +20 ft per Wand Effect Modification gained. (2, 5, 8 and 12th level) in any direction he wishes. That is, he can gain +20 range at second
level OR +20 width, or +20 area. At 12th level he can enlarge this to a 80ft area.
Craft Improved Specialised Wand
The cost of crafting a specialised wand is now 70% of the normal base price in xp and gold. All other conditions still apply.
Mechanical Insight
Due to the Wand Walker becoming even more mechanically minded the more his body is modified, and the more he spends around mechanical systems, he is now skilled in dealing with machines and mechanisms. He gains +5 on all Disable Device and Open lock checks, and any craft checks requiring mechanical components. The Wand Walker also gains Fast healing 1 as he learns to repair himself.
Wand Craft Master
The cost of making a specialised wand is now 80% of the base price in gold and XP. Also, any wand with a charge is now considered infinite as long as it is inside of a Wand Quarell.
Spell Swap
Once per day, the Wand Walker may choose to switch all Wands within his self to that of another spell of Equal or lesser level. This requires half an hour of concentration, and the Wand Walker must already know the spells swapped that are being swapped to. The spells cannot be changed back until the next day. The Wand Walker must swap all spells or none, he cannot choose to swap one or two unless he has run out of spells known.
Mechanical Integration
The Wand Walker now gains +10 on all disable device checks, his open lock check remains the same. He now also gains the ability to latch himself to another construct and feed off their energy. This does not require a grapple check, and may be performed as long as the Wand Walker is behind a hostile enemy construct. The Wand Walker drains 1d4 hit points a round, which are transferred as permanent hit points back to the walker. Each round allows the construct to make a reflex save to dislodge the Walker.
Wand Craft Prefect
The Wand Walker may now craft specialised wands at 95% of the base price in gold and Xp. He may now also allow one designated individual to use one, and only one, of the wands he has created. The wand is considered infinite, but can be no higher a spell level than 1/4 of the Wand Walkers current character level, rounded down. The wand is used at the Wand Walkers Caster level.
Spell Sink, lesser
All spells cast within 50ft of the Wand Walker now have a chance of being absorbed, learned, and converted to replace one of the spells currently in either a Body Modification slot, or a Wand Quarrell slot. Once the energy
has been successfully converted, this spell is forever known to the Wand Walker unless erased via magical means. This affects spell levels 1-4, and can be both wilfully cast and given, or hostiley taken. The enemy must succeed on an oppossed Spellcraft check.
Wand Craft Grand Master
The wand walker can now craft wands for no GP cost or XP cost, crafting wands becomes a free action, and no time must be spent crafting them. The Grand Master merely summons them to his hand. Any crafted wand may now be used by two individuals, the charges are infinite and the individuals can now use a wand spell level up to the Wand Walkers level, both individuals must possess a high enough UMD check to use the wand.
Empowered Strike
The Wand Walker may now channel a wands magic and infuse whatever weapon he may be holding. This is a two hand action even if he is carrying a one handed weapon. The spell level able to be infused into the weapon is equal to half the character level of the Wand Walker, rounded down. The target takes damage from both the weapon, and the spell, all status effects also still take place.
Master Spell Swap
The Wand Walker can now switch out one or two spells instead of the entire group.
Spell Sink, Greater
The Wand Walker may now sink spell levels from 1-7 instead of 1-4.
Improved Empowered Strike
The Wand Walker may now strike one handed instead of two, allowing them to dual wield Empowered strike, or alternatively to carry a shield.
Metawand Creation
The Wand Walker may now make Metamagic wands, the Wand Walker may apply this Metamagic 10 times per wand, after which the metamagic dissipates and a new wand must be created. Using the Metamagic this often drains the Wand Walker, and after using all 10 charges of Metamagic, the Wand Walker obtains 1 negative level and 1d4 Wisdom drain for 1 full week.
Mechanical Mind
The Wand Walker can no longer be affected by Mind Altering spells or effects, additionally, upon analysying a construct for X rounds before combat, the Wand Walker gains that amount to: To hit with weapons, To surpass DR and SR, to damage with both spells and weapons. The effect also lasts for as many rounds as the Walker spent observing the target.
Spell Sink, Perfect
The Wand Walker may now sink all spell levels and the distance grows out to 70ft instead of 50ft.
Wand Burst
The Wand Walker may simultaneously fire all wands in his current spell Quarrell. All wand effects take place immediately. The Wand Walker must succeed on a Fortitutde save or be knocked unconcious for 1d6 rounds by the immense pressure on his body that this ability takes. Further, even if the Wand Walker manages to stay awake, he suffers a temporary (1d8 rounds) Constitution loss of 4 points, and Strength loss of 2 points. This is abailable
once a day until 20th level when it becomes twice a day.
Dual Wand Quarell
The Wand Walker may now fire both Quarrells simultaneously. Each shot utilising this method drains 1d6 hit points from the Wand Walker due to the kickback of the shot. The Wand Walker may only aim at two seperate targets, if the spells should be directed at the same target, the beams cross and the Wand Walker must make a fortitude save or die, causing 5D12 hit die of damage to all those surrounding within a 50ft radius.
Metawand Improvement
The Wand Walker may now apply two metamagics to each wand he creates, however the charges now only last 5 and the Wand Walker loses two temporary negative levels and 1D6 Wisdom drain at the expiration of the charges).
Mechanical Symbiot
The Wand Walker has become one with his machine, he gains the Outsider template, gains +2 Strength, +2 Intelligence and -4 charisma. He also now suffers -5 on all diplomacy checks, but gains +5 on all Intimidate checks. He gains DR 2/- which also stacks with his modification DR.
Mechanical Genius
The Wand Walker gains a further +10 on Open locks, Disable Device and all checks involving mechanisms or machines, including crafting. He now also gains the ability to study any creature, humanoid or construct with moving parts for 2 rounds, and then his next attack (At full BAB) if successfull disables that target for 5 rounds.
Last edited by -Baldur-; 2009-11-12 at 11:35 PM. Reason: Table Edit
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2009-11-12, 11:00 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
Your table on wand spell levels is messed up a bit. I'll check back later to read it.
Homebrew
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2009-11-12, 11:21 PM (ISO 8601)
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2009-11-12, 11:21 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
In your Wand Quarell description, you mention "Quick Action" ... there is no such term; you are looking for swift action or free action.
Otherwise - an interesting class, for sure, but I think it might be better served as a prestige class.RIP Tasha, April 1986 to November 25th, 2008. 22 years and 7 months of being the best kitty ever. You will be missed forever.
RIP Finney Jr., June 1998 to March 18, 2011. Nearly 13 years of being the best goldfish ever. You, as with Tasha, will be missed forever.
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2009-11-12, 11:25 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
Was waiting to find the correct term then was going to change it, and in my hasty excitement I posted too quick. Bahaha, fixed now!
See I initially thought prestige, but honestly had no idea what on earth to Prestige it after. Mage seemed weak and silly, fighter was a bad choice, bard....maybe, but the Bards abilities become useless in this class, thief definitely not, the abilities don't synergise well.
Suggestions?
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2009-11-12, 11:30 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
Quarrel. Not Quarell.
The Wand Walker has become one with his machine, he gains the Outsider template, gains +2 Strength, +2 Intelligence and -3 charisma. He also now suffers -5 on all diplomacy checks, but gains +5 on all Intimidate checks. He gains DR 2/- which also stacks with his modification DR.Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2009-11-12, 11:37 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
Hello my wonderful critiqueing friend. Changed and changed.
How do you feel about the balance? Brokeness? Abusable?
I feel on the more powerful abilities I gave him a hard enough kick in the stomach to warrant no player abusing them frequently.
I think he becomes a hard hitter/good all rounder at later levels. Especially for the clever player who applys skill improvement wands to the hands area. Should be a very versatile class.
But opinions?
Could he become supremely cheesy?
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2009-11-13, 01:32 AM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
Originally Posted by -Baldur-
You've also misspelled sorcerer in a few places.
Originally Posted by -Baldur-
If another individual barring a divine entity or some other higher power try and use the wand, it explodes, dealing 10d4 fire damage to all nearby.
This is a painful process, and the Wand Walker requires a month of recovery after each modification to his arms.
The Wand Walker has become fixated with improving himself. He may now attach one wand per body slot to his person. These body slots are: Legs (2), Arms (2), Torso (1), Head (1).
Each slot applied to his person grants him DR 1/- up to a maximum of DR 6/-.
This reflects the Mechanical changes his body undergoes.
Changing a wand out of the Quarell for a new one takes one hour per wand due to mechanical fidgeting and connections.
E.G Haste Wands may only ever be placed in the legs, Shield spells may only ever be placed in the torso...
Effect/Targeted/Ranged spells cannot be placed in Body slots.
The effects of these spells are permanent, and do not need to be cast repetitively.
The Wand Walker may now choose to effect any of his spells (area or targeted) at +20 ft per Wand Effect Modification gained. (2, 5, 8 and 12th level) in any direction he wishes. That is, he can gain +20 range at second
level OR +20 width, or +20 area. At 12th level he can enlarge this to a 80ft area.
The cost of crafting a specialised wand is now 70% of the normal base price in xp and gold. All other conditions still apply.
The cost of making a specialised wand is now 80% of the base price in gold and XP. Also, any wand with a charge is now considered infinite as long as it is inside of a Wand Quarell.
he cannot choose to swap one or two unless he has run out of spells known.
He now also gains the ability to latch himself to another construct and feed off their energy. This does not require a grapple check, and may be performed as long as the Wand Walker is behind a hostile enemy construct. The Wand Walker drains 1d4 hit points a round, which are transferred as permanent hit points back to the walker.
Each round allows the construct to make a reflex save to dislodge the Walker.
The Wand Walker may now craft specialised wands at 95% of the base price in gold and Xp.
The wand is considered infinite, but can be no higher a spell level than 1/4 of the Wand Walkers current character level, rounded down.
All spells cast within 50ft of the Wand Walker now have a chance of being absorbed, learned, and converted to replace one of the spells currently in either a Body Modification slot, or a Wand Quarrell slot. Once the energy
has been successfully converted, this spell is forever known to the Wand Walker unless erased via magical means. This affects spell levels 1-4, and can be both wilfully cast and given, or hostiley taken. The enemy must succeed on an oppossed Spellcraft check.
The wand walker can now craft wands for no GP cost or XP cost, crafting wands becomes a free action, and no time must be spent crafting them.
Any crafted wand may now be used by two individuals, the charges are infinite and the individuals can now use a wand spell level up to the Wand Walkers level, both individuals must possess a high enough UMD check to use the wand.
The Wand Walker may now channel a wands magic and infuse whatever weapon he may be holding. This is a two hand action even if he is carrying a one handed weapon. The spell level able to be infused into the weapon is equal to half the character level of the Wand Walker, rounded down. The target takes damage from both the weapon, and the spell, all status effects also still take place.
The Wand Walker may now strike one handed instead of two, allowing them to dual wield Empowered strike, or alternatively to carry a shield.
The Wand Walker may now make Metamagic wands, the Wand Walker may apply this Metamagic 10 times per wand, after which the metamagic dissipates and a new wand must be created. Using the Metamagic this often drains the Wand Walker, and after using all 10 charges of Metamagic, the Wand Walker obtains 1 negative level and 1d4 Wisdom drain for 1 full week.
The Wand Walker can no longer be affected by Mind Altering spells or effects, additionally, upon analysying a construct for X rounds before combat, the Wand Walker gains that amount to: To hit with weapons, To surpass DR and SR, to damage with both spells and weapons. The effect also lasts for as many rounds as the Walker spent observing the target.
The Wand Walker may now sink all spell levels and the distance grows out to 70ft instead of 50ft.
The Wand Walker may simultaneously fire all wands in his current spell Quarrell. All wand effects take place immediately. The Wand Walker must succeed on a Fortitutde save or be knocked unconcious for 1d6 rounds by the immense pressure on his body that this ability takes. Further, even if the Wand Walker manages to stay awake, he suffers a temporary (1d8 rounds) Constitution loss of 4 points, and Strength loss of 2 points. This is abailable
once a day until 20th level when it becomes twice a day.
The Wand Walker may now fire both Quarrells simultaneously. Each shot utilising this method drains 1d6 hit points from the Wand Walker due to the kickback of the shot. The Wand Walker may only aim at two seperate targets, if the spells should be directed at the same target, the beams cross and the Wand Walker must make a fortitude save or die, causing 5D12 hit die of damage to all those surrounding within a 50ft radius.
The Wand Walker may now apply two metamagics to each wand he creates, however the charges now only last 5 and the Wand Walker loses two temporary negative levels and 1D6 Wisdom drain at the expiration of the charges).
Mechanical Symbiot
The Wand Walker gains a further +10 on Open locks, Disable Device and all checks involving mechanisms or machines, including crafting. He now also gains the ability to study any creature, humanoid or construct with moving parts for 2 rounds, and then his next attack (At full BAB) if successfull disables that target for 5 rounds.
The Wand Walker has become one with his machine, he gains the Outsider template...
That's all I've got for now. Oh, and don't capitalize the ability or class name when using it in a sentence. The only time you capitalize those are in the table if they're the first ability in the level, or in their headings. For the class name capitalization, it happens mainly when you're labeling the table, and when you present it. Capitalize on the top of the page.
EDIT: Sorry for the super-long post. Hehe.Last edited by Temotei; 2009-11-13 at 01:33 AM.
Homebrew
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2009-11-13, 05:45 AM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
SWEET HOLY LORD MAN!!! lol.
Wow when you critique....You really critique. lol. Like....Really.
However, I appreciate every single little comment. I will work on everything you mentioned this weekend. Piece by piece, and come Monday/Tuesday, we shall see how we go with what you've suggested.
Some issues you brought up REALLY throw balance. However I like the idea of infinite dispel magic. That'd really shove it up The Batman Wizard eh? lol.
I will get onto all this! Thanks man!!
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2009-11-13, 02:21 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
Disclaimer: If you want to skim through this, the problems I address are in Red and the solutions I suggest for them are in Blue. (Colors of Dante plus Vergil respectively.)
I have to say something that I don't think has been caught yet. Usually wands can only hold spells of levels 1-4 and use fixed DCs and caster level, and I'm pretty sure that would clash with your class. You may need to specify that you can break all of these barriers, and have it scale with you, like what a staff does but with only 1 spell per wand.
Also, you need to change the wording on the cost-reducing abilities of the class because as they stand now, by the way it's worded, it actually gets worse.
You start out by paying 50% of the cost. (Which before this is half the market price in gp and 1/25 of the market price in xp.) Then it becomes 70% of the base price, which is paying more than the 50% beforehand, and after that it becomes 80%, then 95%. It keeps going up until you Wand Craft Grandmaster (too many spaces for my taste) which drops the price to 0. For all of these wordings you should say "You may now craft specialised wands using N% less of the base price in gold." and I would think you wouldn't want these to stack with eachother as well so add "This overides the previous abilities this class obtained that reduce the gp and xp costs." to them as well.
And last but not least, you have abilities that make you cast spells all day long or that last indefinitely. This wouldn't be a problem as you have to pay a pretty hefty cost to craft those anyway when you craft the wands, but when making them becomes free, I know people aren't going to let that sit with them as it is going to get pretty out of hand. I'm going to suggest that you do something to change it. Don't flat out say that the class can't use them, because people don't like having their options limited. I say you use half of the percentage the class uses for cost reduction for reducing the price of expensive material components and experience point costs. (With Wand Craft Grandmaster reducing the cost by 50%.)Last edited by Dante & Vergil; 2009-11-13 at 03:03 PM.
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2009-11-13, 05:08 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
Originally Posted by Dante & Vergil
And last but not least, you have abilities that make you cast spells all day long or that last indefinitely. This wouldn't be a problem as you have to pay a pretty hefty cost to craft those anyway when you craft the wands, but when making them becomes free, I know people aren't going to let that sit with them as it is going to get pretty out of hand. I'm going to suggest that you do something to change it. Don't flat out say that the class can't use them, because people don't like having their options limited. I say you use half of the percentage the class uses for cost reduction for reducing the price of expensive material components and experience point costs. (With Wand Craft Grandmaster reducing the cost by 50%.)Last edited by Temotei; 2009-11-13 at 05:10 PM.
Homebrew
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2009-11-13, 05:58 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
You are both correct. I meant that it overrides previous abilities *smiles* So yes, clearer wording will definitely be needed. Tam, I'm still writing down all the issues in your last post and working out how on earth I'm going to fix them all. lol.
I know wands are usually levels 1-4, this class does override that, but restricts other pc's from using the created wands (til later levels).
I like the idea of using gold but not XP, but I'd still like to keep the gold somewhat lower, because if he has to pay for it he will eventually run out unless he adventures indefinitely.
The body slot permanent ones I like...but I think I will definitely have to note some restrictions (nothing that changes your base shape etc).
Any suggestions on abusable spells that should definitely be restricted?
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2009-11-13, 06:08 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
Any suggestions on abusable spells that should definitely be restricted?
Maybe you should restrict the "infinity wands" to being 5th level or less? Or something?Last edited by Temotei; 2009-11-13 at 06:37 PM.
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2009-11-15, 04:13 PM (ISO 8601)
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2009-11-15, 08:39 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
Craft Specialised Wand Specialised wands are...
Craft Improved Specialised Wand
The cost of crafting a specialised wand is...
Hmmmm not a bad idea, not a bad idea at all. In fact, amongst your novel worth of advice, I think I will also make this a definite change. Well done my good man. Bahaha.
EDIT: Oh, and put the types of abilities after each name. (Ex), (Sp), and (Su).Last edited by Temotei; 2009-11-15 at 08:40 PM.
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2009-11-15, 09:20 PM (ISO 8601)
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2009-11-15, 09:23 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
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That. Take a look at some other homebrews, and learn from them. You can always use my radiant monk as an example.Homebrew
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2009-11-15, 09:33 PM (ISO 8601)
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2009-11-15, 09:37 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
You're like the most resourceful little bugger ever aren't you? lol.Last edited by Temotei; 2009-11-15 at 09:37 PM.
Homebrew
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2009-11-15, 09:51 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
I really think you should read up on the Artificer class if you have access to the Eberron Campaign setting. I think it's very close to what you're aiming for, just a different fluff.
I haven't read the entire class because, well, there's alot to read. I'd suggest trying to simplify the enormous quantity of abilities into a small package. Having access to spells even before the mighty wizard is a serious red flag though. Also keep in mind there's many feats that reduce crafting costs, this could easily drop his wand crafting to free, and that could be really really bad.Last edited by Delandel; 2009-11-15 at 09:52 PM.
Homebrew: Frostfire Mage PrC
DM'ing:Expedition to Castle Ravenloft
Anex / Oolar Battle of Black Rock
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2009-11-15, 10:25 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
Wait, I'm confused. Why are we not pointing out the fact that this has full wizard spellcasting (though it doesn't list it anywhere) and a bunch of additional abilities? Unless the wands use spell slots (which is just weird; since when did wands use spell slots to activate) this is strictly better than wizard, which is already a big 6 class. If it does require wands to cast, then the entire concept of spell slots makes no sense, and it's useless at level 1 since, well, when are you going to have enough for crafted wands at that level? You wouldn't have the EXP.
Also, why are Spellcraft and Concentration not class skills? It makes no sense.Last edited by Milskidasith; 2009-11-15 at 10:26 PM.
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2009-11-15, 10:27 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
Wait, I'm confused. Why are we not pointing out the fact that this has full wizard spellcasting (though it doesn't list it anywhere) and a bunch of additional abilities? Unless the wands use spell slots (which is just weird; since when did wands use spell slots to activate) this is strictly better than wizard, which is already a big 6 class.
Also, why are Spellcraft and Concentration not class skills? It makes no sense.
EDIT: He also lowered the cost of wands with the class feature. At 1st level, it might be a little too expensive, though, I agree...since wands are, I think, 750 gp x spell level. Or something like that. I think there's a modifier, too.Last edited by Temotei; 2009-11-15 at 10:29 PM.
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2009-11-15, 10:28 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
Ah, so it's useless at first level and has a weird table where, unlike every other class, it has a limitation on when it can use wands. So... yeah, still doesn't make sense, but at least every spell he casts is auto quickened and can be used to react to anything (all spells have a casting time of instantaneous).
Plus Wand Grand Master lets him make wands of level 20 spells, which is... rather broken. Even if it were limited to a normal level, it's still a free action to create a wand (he can't immediately use, granted), and he can cast all those level 20 spells as instant actions twice per round (and another two times per round if he can willingly cast spells as a standard action).
So it's still broken, woo!Last edited by Milskidasith; 2009-11-15 at 10:35 PM.
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2009-11-15, 10:32 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
The class is more aimed at being a wizard killer. Though I haven't written any fluff so I can see why you wouldn't think that.
Plus, they don't get the full spell casting versatility that Wizards do. They have whole spell levels worth of options. These guys basically have a quarrell of 6, and 6 body slots. (Admittedly they get the ability to use their Spell Sink levels and swap these out). But if I do amp the creation GP cost (Which I think I will) then they're paying for every Wand they make/give/break. Wizards don't pay for spells. Well at least not heavily enough.
And huge Oops on Spellcraft and Concentration not being on the Class list.
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2009-11-15, 10:38 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
12 spells is a pretty good amount when you consider they can create free action wands of, I don't know, Empowered Maximized Fell Drained Twinned Wish and cast it as an instant action. Hell, use that to recreate, say, Ressurection, and you can revive your party members for no EXP cost as an instant action (granted, the intensified and twinned don't work out there, but you can just use that for when you wish to replicate an eight level direct damage spell).
So yeah, they have every eighth level spell at tenth level (free action 10th level spell wands; +1 metamagic on Wish for the win!) So they're really a hell of a lot better than wizards. Like, tier 0 level.
EDIT: And I STILL have no clue why you have a table for spells cast per day. Wands work by UMD, not by requiring spellcasting. The table seems out of place and is not referenced anywhere else.Last edited by Milskidasith; 2009-11-15 at 10:39 PM.
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2009-11-15, 10:40 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
Working on lowering the body slots to only levels 1-5. Which will further nerf him. But don't forget, using six spells as a way to damage isn't that unlike that of a wizard. Granted he's getting wands for free, but he can really only use six at a time, and even then once per round, and if he decides to fire off two he's penalized, and if he fires off all of them he's SEVERELY penalised, if he decides to add Metamagic he's even further penalised. The wizard isn't penalised for his spell casting.
Any who. Start with suggestions, I'll work on the modifications!
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2009-11-15, 10:45 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
Instantaneous spells is still broken. Your penalties don't have any effect in combat in terms of creating wands. Actually, since you can create wands freely, you just cast a wand with metamagic 9/4 times and then dump it for a new instantaneously created wand Your penalties for firing two spells are incredibly minimal, as well. There is no fortitude save listed for casting all your spells at once.
The problem is all spells are INSTANTANEOUS. That's like getting an uber quicken, for free (quicken makes them swift actions, instantaneous means you can cast any time during the opponent's turn, and once on your round). The fact you can create spell level = your class level wands is also absurd, because, quite frankly, level 10 spells at level 10 is nuts. Dual wand quarrel is 1d6 damage. That is nothing. Even without it, you still get two spells a round.Last edited by Milskidasith; 2009-11-15 at 10:46 PM.
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2009-11-15, 10:53 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
Ok. How's this? lol:
We cut off Instantaneous, make it half time. We uber power the damage taken for Dual Firing a wand. Say 2D10, or 3D10, that would hurt a lot. But you'd gain something from doing it. So it'd be worth it in a bad situation.
Then we nerf metamagic. Say they take a penalty of 1D4 every time they fire off a metamagiced spell. That way their High Hit points are accounted for, plus it related to the fluff (The mechanised walker uses it's own blood to fuel it's wand creation) and then we have a High hit point, pays in blood, nerfed version of what I created. Opinions? :-D
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2009-11-15, 10:58 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
[QUOTE]There is no such thing as half of a standard action. Just remove the ability to speed up casting entirely; the action economy is the most valuable thing in the game besides maybe the GP, and you already break that economy.
Then we nerf metamagic. Say they take a penalty of 1D4 every time they fire off a metamagiced spell. That way their High Hit points are accounted for, plus it related to the fluff (The mechanised walker uses it's own blood to fuel it's wand creation) and then we have a High hit point, pays in blood, nerfed version of what I created. Opinions? :-D
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2009-11-15, 11:05 PM (ISO 8601)
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Re: Wand Walker (Mechanised Spellcaster) Please PEACH
[QUOTE=Milskidasith;7323829]
There is no such thing as half of a standard action. Just remove the ability to speed up casting entirely; the action economy is the most valuable thing in the game besides maybe the GP, and you already break that economy.
1d4 what? If it's HP, that's still broken. Plus, that doesn't change that you can instantly create wands of spells far beyond your normal means, for free, and let your party members use them. Even if you don't use metamagic, you still get Wish, Limited Wish, Miracle, Bend Reality, and Alter Reality (I believe those are the Psionic wishes) for free at level 10.