Cwheeler
First Post
This is my take on the Martial Wizard, inspired by Malcom_N's Alternate Power Source threads.
A detailed explanation of the design goals can be found on any of his threads on the subject.
[FONT="]Gadgeteer[/FONT] (martial wizard)
Magic? Alchemy? Bah, if you look close enough, everything’s just science.
[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Wizard Class Traits in the PHB with the following:
Role: Controller. You control the battlefield through your mastery of gadgets, explosives and alchemical compounds.
Power Source: Martial. Your understanding of the physical sciences transcends that of most people. Your skills come from years of tinkering and experimentation with alchemical mixtures and clockwork mechanisms, and a study of the many strange energies that permeate the world.
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, Club (Wrench), Sling
Implements: Alchemical Reagents, Mechanical Devices
Bonus to defense: +1 Reflex, +1 Will
Trained Skills: Thievery. From the class list below, choose three more trained skills at 1st level.
Acrobatics (Dex), Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), Nature (Wis), Perception (Wis), Thievery (Dex)
Class Features: Gadgets, Martial Implement Mastery, Master of the Sciences, Research Notes.
[/sblock]
[sblock= GADGETEER CLASS FEATURES] [FONT="]As a martial wizard, you sacrifice some of your versatility in cantrips and rituals. In it's place, you gain access potent alchemical and scientific abilities [/FONT]
[FONT="]Implements[/FONT]
Alchemical reagents are concoctions of minerals, chemicals and exotic compounds, and count as orbs when purchasing them or creating them as magic items. Mechanical devices are complex works of clockwork, and metal, designed to store, generate and release natural energies and fuels. Mechanical devices count as wands when purchasing them or creating them as magic items.
[FONT="]Martial Implement Mastery[/FONT]
[FONT="]You specialize in the use of one kind of implement, and gain additional abilities when you use it. Choose one of the following forms of implement mastery.[/FONT]
[FONT="]Master Alchemist[/FONT]
Once per encounter as a free action, you can change the damage type of one attack you are currently using. You can either apply this to an exploit or an alchemical item. You must be using alchemical reagents to benefit from this feature.
[FONT="]Mechanical Genius[/FONT]
Once per encounter as a free action, you can gain a bonus to a single damage roll equal to your dexterity modifier. You must be wielding a mechanical device to benefit from this feature.
[FONT="]Master of the Sciences[/FONT]
You gain the Alchemist feat (See the Adventurer's Vault), allowing you to create alchemical substances.
In addition, you can use rituals as if you had the ritual caster feat, but with the following limitations:
[FONT="]Research Notes[/FONT]
[FONT="]You keep a book of research notes, in which you record your schematics, alchemical formulae and scientific observations.[/FONT]
[FONT="]Schematics[/FONT]
your notes contain one 1st level schematic of your choice that you have mastered. A 5th level, and again at 11th, 15th, 21st, and 25th levels, you master one more schematic of your choice and add it to your notes. Any schematic you add must be your level or lower..
[FONT="]Daily and Utility Exploits[/FONT]
Your research notes hold your daily and utility exploits. You begin knowing two daily exploits, one of which you can use on any given day. Each time you gain a level that lets you select a daily exploit or a utility exploit, choose two different daily exploits or utility exploits of that level to add to your notes. After an extended rest, you can prepare a number of daily and utility exploits according to what you can cast per day for your level. You can’t prepare the same exploit twice.
If you replace an exploit because of gaining a level or retraining, the previous exploit vanishes from your notes and is replaced by the new exploit.
[FONT="]Capacity[/FONT]
A typical volume of research notes has 128 pages. Each exploit takes up 1 page. A schematic takes up a number of pages equal to its level.
[FONT="]Class Feature Powers[/FONT]
Decoy Gadgeteer Gadget 1
[FONT="]You throw a small gadget, which begins making noise wherever it lands.[/FONT]
[FONT="]At-will [/FONT][FONT="]*[/FONT][FONT="] Martial[/FONT]
[FONT="]Standard Action Ranged [/FONT][FONT="]10[/FONT]
[FONT="]Target:[/FONT][FONT="] One object or unoccupied square[/FONT]
[FONT="]Effect:[/FONT][FONT="] You cause a sound as quiet as a ticking clock or as loud as a piercing shriek to emanate from the target. You can only produce mechanical, non-vocal sounds using the decoy. You can make the decoy quietly enough so that only creatures adjacent to the target can hear the decoy.[/FONT]
[FONT="]Special:[/FONT][FONT="] You can place decoys before you activate them, having them activate either remotely or when certain conditions are met, such as an adjacent door being opened. You can have up to three decoys at any one time.[/FONT]
Light Gadgeteer Gadget 1
[FONT="]You mix together two chemicals, run a current through a strange crystal, or otherwise create a small light-source.[/FONT]
[FONT="]At-will [/FONT][FONT="]*[/FONT][FONT="] Martial[/FONT]
[FONT="]Minor Action Personal (Object) [/FONT][FONT="]10[/FONT]
[FONT="]Target:[/FONT][FONT="] One pre-prepared object on your person.[/FONT]
[FONT="]Effect:[/FONT][FONT="] You cause the object to shed a bright light. The light fills the object’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Any creature can douse a light on their person with a free action.[/FONT]
[FONT="]Special:[/FONT][FONT="] You can place lights in a square next to you or give them to another person. Lights are too fragile to be thrown, and break on impact. You can have up to three lights active at a time.[/FONT]
[/sblock]
I haven't included powers for this APS class, as the existing wizard powers are already a good fit for the gadgeteer class. I may post some powers if they are needed at a later date.
Any feedback or advice is most welcome (including alternative ideas for the name of the class)
A detailed explanation of the design goals can be found on any of his threads on the subject.
[FONT="]Gadgeteer[/FONT] (martial wizard)
Magic? Alchemy? Bah, if you look close enough, everything’s just science.
[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Wizard Class Traits in the PHB with the following:
Role: Controller. You control the battlefield through your mastery of gadgets, explosives and alchemical compounds.
Power Source: Martial. Your understanding of the physical sciences transcends that of most people. Your skills come from years of tinkering and experimentation with alchemical mixtures and clockwork mechanisms, and a study of the many strange energies that permeate the world.
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, Club (Wrench), Sling
Implements: Alchemical Reagents, Mechanical Devices
Bonus to defense: +1 Reflex, +1 Will
Trained Skills: Thievery. From the class list below, choose three more trained skills at 1st level.
Acrobatics (Dex), Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), Nature (Wis), Perception (Wis), Thievery (Dex)
Class Features: Gadgets, Martial Implement Mastery, Master of the Sciences, Research Notes.
[/sblock]
[sblock= GADGETEER CLASS FEATURES] [FONT="]As a martial wizard, you sacrifice some of your versatility in cantrips and rituals. In it's place, you gain access potent alchemical and scientific abilities [/FONT]
[FONT="]Implements[/FONT]
Alchemical reagents are concoctions of minerals, chemicals and exotic compounds, and count as orbs when purchasing them or creating them as magic items. Mechanical devices are complex works of clockwork, and metal, designed to store, generate and release natural energies and fuels. Mechanical devices count as wands when purchasing them or creating them as magic items.
[FONT="]Martial Implement Mastery[/FONT]
[FONT="]You specialize in the use of one kind of implement, and gain additional abilities when you use it. Choose one of the following forms of implement mastery.[/FONT]
[FONT="]Master Alchemist[/FONT]
Once per encounter as a free action, you can change the damage type of one attack you are currently using. You can either apply this to an exploit or an alchemical item. You must be using alchemical reagents to benefit from this feature.
[FONT="]Mechanical Genius[/FONT]
Once per encounter as a free action, you can gain a bonus to a single damage roll equal to your dexterity modifier. You must be wielding a mechanical device to benefit from this feature.
[FONT="]Master of the Sciences[/FONT]
You gain the Alchemist feat (See the Adventurer's Vault), allowing you to create alchemical substances.
In addition, you can use rituals as if you had the ritual caster feat, but with the following limitations:
- These Rituals are now called schematics
- You can only learn and perform schematics that have Arcana as their key skill.
- You use Thievery as the key skill for these schematics instead.
- Schematics made with the thievery skill use mechanical components as their component cost.
- Unless you have access to a properly equipped workshop, increase the creation time for all schematics by 50%
- Any items or effects created using schematics are considered to be nonmagical in nature.
[FONT="]Research Notes[/FONT]
[FONT="]You keep a book of research notes, in which you record your schematics, alchemical formulae and scientific observations.[/FONT]
[FONT="]Schematics[/FONT]
your notes contain one 1st level schematic of your choice that you have mastered. A 5th level, and again at 11th, 15th, 21st, and 25th levels, you master one more schematic of your choice and add it to your notes. Any schematic you add must be your level or lower..
[FONT="]Daily and Utility Exploits[/FONT]
Your research notes hold your daily and utility exploits. You begin knowing two daily exploits, one of which you can use on any given day. Each time you gain a level that lets you select a daily exploit or a utility exploit, choose two different daily exploits or utility exploits of that level to add to your notes. After an extended rest, you can prepare a number of daily and utility exploits according to what you can cast per day for your level. You can’t prepare the same exploit twice.
If you replace an exploit because of gaining a level or retraining, the previous exploit vanishes from your notes and is replaced by the new exploit.
[FONT="]Capacity[/FONT]
A typical volume of research notes has 128 pages. Each exploit takes up 1 page. A schematic takes up a number of pages equal to its level.
[FONT="]Class Feature Powers[/FONT]
Decoy Gadgeteer Gadget 1
[FONT="]You throw a small gadget, which begins making noise wherever it lands.[/FONT]
[FONT="]At-will [/FONT][FONT="]*[/FONT][FONT="] Martial[/FONT]
[FONT="]Standard Action Ranged [/FONT][FONT="]10[/FONT]
[FONT="]Target:[/FONT][FONT="] One object or unoccupied square[/FONT]
[FONT="]Effect:[/FONT][FONT="] You cause a sound as quiet as a ticking clock or as loud as a piercing shriek to emanate from the target. You can only produce mechanical, non-vocal sounds using the decoy. You can make the decoy quietly enough so that only creatures adjacent to the target can hear the decoy.[/FONT]
[FONT="]Special:[/FONT][FONT="] You can place decoys before you activate them, having them activate either remotely or when certain conditions are met, such as an adjacent door being opened. You can have up to three decoys at any one time.[/FONT]
Light Gadgeteer Gadget 1
[FONT="]You mix together two chemicals, run a current through a strange crystal, or otherwise create a small light-source.[/FONT]
[FONT="]At-will [/FONT][FONT="]*[/FONT][FONT="] Martial[/FONT]
[FONT="]Minor Action Personal (Object) [/FONT][FONT="]10[/FONT]
[FONT="]Target:[/FONT][FONT="] One pre-prepared object on your person.[/FONT]
[FONT="]Effect:[/FONT][FONT="] You cause the object to shed a bright light. The light fills the object’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Any creature can douse a light on their person with a free action.[/FONT]
[FONT="]Special:[/FONT][FONT="] You can place lights in a square next to you or give them to another person. Lights are too fragile to be thrown, and break on impact. You can have up to three lights active at a time.[/FONT]
[/sblock]
I haven't included powers for this APS class, as the existing wizard powers are already a good fit for the gadgeteer class. I may post some powers if they are needed at a later date.
Any feedback or advice is most welcome (including alternative ideas for the name of the class)