APS - Martial Wizard

malcolm_n

Adventurer
Design Goal: Create an alternative power source option for each source/class combination. These will maintain the feel of the original class while giving them an exotic appeal with a few changed abilities/features. Each class gives tips and suggestions on how to make the character feel more like the alternate power source without sacrificing (too much) power. Take the psionic barbarian, for example. It suggests that the barbarian character wield a staff to take advantage of it as an implement with the provided powers (which also allow other weapons at a cost). A staff is not usually an optimal weapon for a barbarian, but it functions as one just fine. With the option, you can also use it to greater effect as an implement, which ties in nicely if you multiclass into something like monk, or even wizard.

Why?: Better story tie-ins for some characters. Alternate Power Sources allows better blending into multiclass or hybrid. Alternatively, it gives the character a way to act like a class of a different power source without actually multiclassing/using hybrid.

Rules Clarification: The only way to gain the features/powers explained are half-elf Dilletante or choose the alternate power source class. The class features and traits are balanced against each other. Ultimately, such classes will have their own hybrid and multiclass options which would open up the original class powers while granting the reflavored power/feature.
Example: Because you are still a barbarian, you cannot multiclass into psionic barbarian to get the weakened Indomitable Will class feature. Similarly a hybrid barbarian cannot also hybrid psionic barbarian or choose Indomitable Will (hybrid) as a hybrid talent option.

DRAGON ARCHER

[FONT=&quot]Plenty of archers in your world eventually learn that a good selection of magical arrows helps in a variety of situations. You just happen to be above the curve.[/FONT]
[FONT=&quot]
[/FONT]
[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Wizard Class Traits in the PHB with the following.

Power Source: [FONT=&quot]Martial. Trained as a bowman to take on great and powerful dragons, you are always armed with the right ammunition.[/FONT]

Weapon Proficiencies: Simple melee, simple ranged, military ranged
Implements: Bows. You cannot add the proficiency bonus of weapons to your implement attacks.
Bonus to Defenses: +1 Reflex, +1 Will

Trained Skills: From the wizard class skills list, choose three trained skills at 1st level.

Class Features: Alchemist, Training Manual, Weapon Mastery
[/sblock]
[sblock=DRAGON ARCHER CLASS FEATURES] [FONT=&quot]You give up the musty tomes and towers of other wizards for a strong bow and a soldier’s lifestyle.[/FONT]

[FONT=&quot]Training Manual[/FONT]
[FONT=&quot]This class feature functions like the wizard’s spellbook class feature, except where noted here.[/FONT]
[FONT=&quot]-[/FONT][FONT=&quot]You gain two new alchemical formulae at any level in which you would normally gain two rituals.[/FONT]
[FONT=&quot]-[/FONT][FONT=&quot]You can only hold your wizard [/FONT][FONT=&quot]utility [/FONT][FONT=&quot]powers in your training manual.[/FONT]

[FONT=&quot]Weapon Mastery[/FONT]
[FONT=&quot]This class feature counts as wand of accuracy when a power would benefit from it. Choose one of the following options.[/FONT]
[FONT=&quot] Bow Mastery: While you wield a bow, you ignore enemies’ cover (but not superior cover). Once per encounter, as a free action, you gain a bonus to a single attack roll equal to your Dexterity modifier.[/FONT]
[FONT=&quot] Crossbow Mastery: While you wield a crossbow, your close powers take a -5 penalty on attack rolls against allies, and deal only half their normal damage to allies. The penalty granted by this feature does not stack with similar penalties from abilities or feats. Once per encounter, you draw no opportunity attack when you use a ranged wizard power in melee.[/FONT][/sblock][sblock=DRAGON ARCHER POWERS] The martial wizard has access to all wizard powers. You can also choose the following powers which give you a more distinct identity as a martial class.

Twin Shot Dragon Archer Attack 1
[FONT=&quot]You knock an arrow and let fly quickly enough to launch another.[/FONT]
[FONT=&quot]At-will * Martial, Weapon[/FONT]
[FONT=&quot]Standard Action Ranged[/FONT][FONT=&quot] weapon[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] One or two creatures[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Intelligence vs. AC, two attacks[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 1[W] damage per attack.[/FONT]
[FONT=&quot] Level 21: 2[W] damage per attack.[/FONT]

Anti-Dragon Salvo Dragon Archer Attack 1
[FONT=&quot]Your unique training comes in handy surprisingly often.[/FONT]
[FONT=&quot]Encounter * Implement, Martial[/FONT]
[FONT=&quot]Standard Action Area [/FONT][FONT=&quot]burst 1 within 10 squares[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] Each creature in burst[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Intelligence vs. Reflex; this attack can score a critical hit on a natural 18, 19, or 20 against flying creatures.[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 1d8 + Intelligence modifier damage, or 1d12 + Intelligence modifier damage if the target has a fly speed. On a critical hit, the target is knocked prone.[/FONT]

Out of Breath's Reach Dragon Archer Utility 2
[FONT=&quot]With no battlements to duck behind, you do what you can to get out of the way.[/FONT]
[FONT=&quot]Encounter * Martial[/FONT]
[FONT=&quot]Immediate Interrupt Personal[/FONT]
[FONT=&quot]Trigger:[/FONT][FONT=&quot] You become the target of a close attack[/FONT]
[FONT=&quot]Effect:[/FONT][FONT=&quot] Shift 2 squares[/FONT]

Improved Anti-Dragon Salvo Dragon Archer Attack 13
[FONT=&quot]Your unique training comes in handy surprisingly often.[/FONT]
[FONT=&quot]Encounter * Implement, Martial[/FONT]
[FONT=&quot]Standard Action Area [/FONT][FONT=&quot]burst 1 within 10 squares[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] Each creature in burst[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Intelligence vs. Reflex; this attack can score a critical hit on a natural 18, 19, or 20 against flying creatures.[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 3d8 + Intelligence modifier damage, or 3d12 + Intelligence modifier damage if the target has a fly speed. On a critical hit, the target is knocked prone.[/FONT]

Greater Anti-Dragon Salvo Dragon Archer Attack 27
[FONT=&quot]Your unique training comes in handy surprisingly often.[/FONT]
[FONT=&quot]Encounter * Implement, Martial[/FONT]
[FONT=&quot]Standard Action Area [/FONT][FONT=&quot]burst 1 within 10 squares[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] Each creature in burst[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Intelligence vs. Reflex; this attack can score a critical hit on a natural 18, 19, or 20 against flying creatures.[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 5d8 + Intelligence modifier damage, or 5d12 + Intelligence modifier damage if the target has a fly speed. On a critical hit, the target is knocked prone.[/FONT][/sblock]As always, I appreciate any thoughts/feelings on these. I'll post another one tomorrow after I finish formatting. Gonna work through each available power source/class, and I'm willing to take requests.

Here is the List of other Alternate Power Sources and other works I've completed so far for my campaign setting.
 
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It took some work to figure out how to keep the arcane classes palatable while giving them a martial overtone. I think I was able to capture that with this one, though just barely.

I'm working on the martial sorcerer now, so I'll see what I can do that would make it distinct from the wizard and martial. :)
 

Still loving the posts :).

Bit of a different path from what I would've taken for this one - Mind if I have a shot at it myself?
 

The martial controller is considered a tough one .... I think it deserves some careful handwork myself.... so it isnt a bad idea to examine various takes on it.
 

Agreed. This was just the logical course I followed from it so that I wouldn't step on toes with the warlock (which I actually finished first but wanted to post second). I'm interested on your take for it. If you're looking to have me use it for an APS class, keep to the following.

1) You can change the class traits, but they have to even out (if he gains leather armor or something, he'll have to lose something else along the way).

2) He'll need to survive at about the same rate as other wizards. More or less, we don't want something that overshadows the rest and becomes the required play for munchkins.

3) Include an at-will, a utility, and a scaling encounter or daily power. These powers will be something the character can keep throughout his career as an APS class.

4) You need some way to tie the rest of the wizard powers to the class without altering them. Any changes that would effect those powers needs to be explained succinctly in the class features.

Granted, if you just want to try your hand at a martial controller, I may suggest a new thread. :) I'll come check it out when you're done.
 

I think I'll just stick to the APS for now - I already have the basic fluff and some of the class features underway.. still need to figure out the abilities though.

I think I'll save an entire class for another time. Plus, we already have the noble thread for that! (depending on how that one goes, I might end up posting my own version of the class. If I do, I'd love your feedback :) .)

Thanks for the four point design brief - Makes it very easy.
 


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