Wild Mage
This is a base class.
The wild mage is nearly a force of nature. The magic surges from within him, demanding
outlet. He eschews formal training,
preferring to gain mastery through personal trial and error. This works surprisingly well, on most
occasions. Only a handful of wild mages
are found by their servants, having forgotten to add range to their death
spell…
Abilities: The primary ability for a wild mage is
Intelligence, which governs most aspects of their abilities.
Vitality: 1d8 plus Con modifier per level.
Class Skills
The wild
mage’s class skills and the key abilities are listed below:
Class Skill Key
Ability
Appraise Int
Bluff Cha
Bureaucracy Cha
Computers Int
Concentration Wis
Craft Wis
Cryptography Int
Cultures Wis
Gather Information Wis
Intimidate Str/Cha
Knowledge Int
Languages Wis
Listen Wis
Profession Wis
Read Lips Int
Search Int
Sense Motive Wis
Sleight of Hand Dex
Spot Wis
Surveillance Wis
Survival Wis
Swim Str
Skill Points at 1st Level: (8 + Int modifier) × 4.
Skill Points at Each Additional Level: 8 + Int
modifier.
Class Features
The
following are class features of the wild mage.
Starting
Feats: At 1st level, the wild mage gains the following feats.
Armor
Proficiency (Light)
Weapon
Group Proficiency (Melee)
Weapon
Group Proficiency (Hurled)
Weapon
Group Proficiency (Rifle)
Casting Class: Levels in this class add to your casting
level.
Surge of Power: Whenever the wild mage spends an action die
on a refresh action, he also regains a number of PPE equal to the action die
result. This is the wild mage’s core
ability.
Tapping the Vein: Mages of every stripe use PPE to power their
spells. PPE can be drawn from a number
of sources. Personal reserves are always
available. At first level, the wild mage
can choose a second source from which he can draw power. The sources are: ley lines, other people, fetishes. The wild mage can choose another source at 10th
and 20th level.
The personal
reserves of the wild mage are also impressive.
In addition to his standard racial PPE pool, the wild mage gains 5 PPE
per class level, plus an additional 20 PPE at 1st level. At 10th level, this increases to
10 PPE per class level. At 20th
level, it increases again to 20 PPE per class level.
Finally,
the wild mage gains the ability to cast spells.
Practical
Education: In the course of teaching
himself magic, the wild mage has suffered a lot of setbacks. Sometimes, explosive setbacks. These have given him a sixth sense for
danger, and an ability to survive just about anything. At 2nd level, the wild mage can
re-roll any failed saving throw once per session. The wild mage may use this ability one
additional time per session at 11th and 19th levels.
Meditative
Trance: The wild mage finds most of
his powers within himself. This ability
allows him further self-knowledge, and self-control.
At 3rd
level, the wild mage is able to enter the trance. While in a meditative trance, he recovers his
class level in vitality and PPE every hour.
Further, he is able to spend a focused hour in the trance to become
aware of all unusual effects on his person (including possession, enchantment,
disease, drugs, etc.). This information
is strictly the presence of an unnatural effect and its general type. Standard Knowledge checks must be made to
more precisely diagnose the nature of the effect.
At 7th
level, he gains the ability to make an inspiration check without spending an
action die. This requires at least one
focused hour of meditation.
At 11th
level, the wild mage may opt to remove any one temporary condition he is
suffering under, such as nauseated or deafened. This requires at least one focused hour of
meditation.
At 15th
level, the wild mage may increase his focus to raise his effective caster
level. For every hour he spends focusing
in trance, his caster level is raised by one.
After leaving the trance, the wild mage loses one caster level every ten
minutes until his caster level returns to normal.
At 19th
level, the wild mage is able to increase his personal reserves. For every hour of focused meditation, he can
increase his maximum PPE by one-half his caster level (noting that he also
gains his caster level in PPE in that same hour). This increase lasts until the wild mage
sleeps (at which point any PPE above his normal maximum are simply lost in a
series of intense dreams).
A wild mage
can only be gaining the benefit of any one focused meditation during any given
hour. However, several different
benefits can be gained during a single long trance. E.g., a 12th level wild mage could
go into a trance, establish that he is deafened from a magical effect in
the first hour, make an inspiration check in the second hour, and remove the deafened
condition in the third hour. During each
of those three hours, he is also gaining vitality and PPE at an accelerated
rate, as well as any other trance benefits from other sources. Note that a meditative trance does not
count as sleep, nor does it remove the need for food and drink.
Bonus Feat: Beginning at 4th level, and every
4 levels thereafter, the wild mage may select an additional feat from either
the mystic or basic combat trees.
Wild
Casting: One of the benefits to
making up spells as you go is that you can make them what you want. Beginning at 5th level, the wild
mage is able to reduce the EM of a meta-magic feat he is using by 1. E.g., using the Maximize Spell feat will only
cost three times as much PPE, instead of the usual four. (The meta-magic feats such as Extend Spell
and Silent Spell, that only have an EM of two, will be reduced to a multiplier
of one, making them essentially free.)
Only one feat per spell can gain this benefit.
However,
this benefit does not come entirely for free. When using Wild Casting, the caster must make
a Concentration check to successfully cast the spell, with a DC equal to 10
plus the base PPE cost of the spell. If
the check is successful, the spell is successfully cast. If the check fails, the spell is lost, and
the caster loses the base PPE (though not the total cost of the spell). If the check fails critically, the caster
loses the total cost of the spell. If
the check critically succeeds, the caster can opt to reduce the cost by an
additional multiplier (minimum 1).
At 9th
level, the caster may add the number of mystic feats he possesses as a magic
bonus to the Concentration check.
At 13th
level, the caster may opt to reduce the multiplier of a single feat by two
levels, or reduce the multiplier of two feats (affecting a single spell) by one
level each.
At 17th
level, the caster may add his caster level as a magic bonus to the
Concentration check. This bonus stacks
with the bonus from 9th level.
Bonus Spell: The wild mage
is constantly experimenting. Frequently,
new inspiration will come to them out of the blue. Old attempts will suddenly work. Beginning at 6th level, the wild
mage may choose any one spell to add to his grimoire. He may add an additional spell at 9th
level, and every 3 levels thereafter.
Irresistable
Force: A wild mage in full power is
a terrible thing to behold, and a truly unstoppable foe. At 14th level, once per session,
the wild mage is able to add his caster level as a magic bonus to the save DC
of a spell he is casting. This ability
must be declared before the target rolls the saving throw.
1~ Tapping the Vein, Surge
of Power
2~ Practical Education (1x)
3~ Meditative Trance (healing)
4~ Bonus Feat
5~ Wild Casting
6~ Bonus Spell
7~ Meditative Trance (inspiration)
8~ Bonus Feat
9~ Bonus Spell, Wild Casting
10~ Tapping the Vein
11~ Meditative Trance (remove condition), Practical
Education (2x)
12~ Bonus Feat, Bonus Spell
13~ Wild Casting
14~ Irresistable Force
15~ Bonus Spell, Meditative Trance (education)
16~ Bonus Feat
17~ Wild Casting
18~ Bonus Spell
19~ Meditative Trance, Practical Education (3x)
20~ Bonus Feat, Tapping the Vein
No comments:
Post a Comment