Halivar
First Post
I'm dreaming of a Scottish-style highlands campaign setting, because I love movies like Braveheart, Rob Roy and the flash-backs from Highlander. So what I envision is this: a Celtic regional campaign setting where I get to turn the core classes on their head and have every highlander class have +1 BAB/level and d12 hit dice. I still want to balance them against PHB core classes, though, so foreign adventurers can drop in a square off with them. Here is my attempt at a highlands arcane spellcaster. I plan on writing other highlands classes to go with it.
Highlands Wisard
The wisard (vee-SAHRD) is the highlands version of an arcane spellcaster. Heartier and stronger than their low-lands counterparts, they also lack the formal training and arcane expertise.
The wisard is more akin to the sorcerer than a wizard; they cast spontaneously as a sorcerer does, and use the sorcerer's spell list, and has Charisma as a prime spellcasting stat as a sorcerer.
BAB: Fighter (+1/level).
Saves: Good Fort, Will; bad Ref.
Abilities: Charisma determines how powerful a spell a wisard can cast, how many spells he can cast, and how hard those spells are to resist.
Special: All highlands classes (including wisards) are illiterate and must spend skill points to read and write.
Multi-class restrictions: Wisards may multi-class freely with other highlands classes. Due to the fact that characters must be trained from childhood to be wisards, characters may not take levels of wisard unless they took their first level as a wisard. Any highlands character who takes levels in a non-highlands class may no longer take levels in any highlands class (once you turn your back on your clan, that's it).
Alignment: Any nonlawful.
Hit Die: d12.
Class Skills: The wisard's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Profession (Wis), Ride (Str), Scry (Int), Swim (Str) and Wilderness Lore (Wis).
Skill points per level: 2 + Int modifier.
Spells/day
L - 0 1 2 3 4 5 6
1 - 2
2 - 3 0
3 - 3 1
4 - 3 2 0
5 - 3 3 1
6 - 3 3 2
7 - 3 3 2 0
8 - 3 3 3 1
9 - 3 3 3 2
10 - 3 3 3 2 0
11 - 3 3 3 3 1
12 - 3 3 3 3 2
13 - 3 3 3 3 2 0
14 - 4 3 3 3 3 1
15 - 4 4 3 3 3 2
16 - 4 4 4 3 3 2 0
17 - 4 4 4 4 3 3 1
18 - 4 4 4 4 4 3 2
19 - 4 4 4 4 4 4 3
20 - 4 4 4 4 4 4 4
Arcane spells known
L - 0 1 2 3 4 5 6
1 - 4
2 - 5 2*
3 - 6 3
4 - 6 3 2*
5 - 6 4 3
6 - 6 4 3
7 - 6 4 4 2*
8 - 6 4 4 3
9 - 6 4 4 3
10 - 6 4 4 4 2*
11 - 6 4 4 4 3
12 - 6 4 4 4 3
13 - 6 4 4 4 4 2*
14 - 6 4 4 4 4 3
15 - 6 4 4 4 4 3
16 - 6 5 4 4 4 4 2*
17 - 6 5 5 4 4 4 3
18 - 6 5 5 5 4 4 3
19 - 6 5 5 5 5 4 4
20 - 6 5 5 5 5 5 4
* Provided the wisard has sufficient Charisma to have a bonus spell of this level.
Class Features
The following are class features of the highlands wisard.
Weapon and Armor Proficiency: All highlands classes are proficient with all medium or larger swords, all axes and shortbows. They are also proficient with shields. They are only proficient with light armor, and are restricted from taking further armor proficiency feats. Wisards wearing armor are subject to arcane spell failure.
Spells: The wisard casts spontaneously as a sorcerer. They can receive bonus spells for high Charisma, and to cast a spell a wisard must have a Charismascore of at least equal to 1 + the level of the spell (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so on). The save DC for a wisard's spells is 10 + the spells's level + the wisard's Charisma modifier.
Furthermore, the wisard is limited in his or her spell list. The wisard must be trained from birth to follow a specific path of spellcasting.
Spell List (War Wisard)
0-Level War Wisard Spells
Detect Magic
Flare
Guidance
Magic Fang
Prestidigitation
Ray of Frost
Resistance
1st-Level War Wisard Spells
Burning Hands
Color Spray
Mage Armor
Magic Missile
Magic Weapon
Shield
Shocking Grasp
True Strike
2nd-Level War Wisard Spells
Acid Arrow
Bull's Strength
Endurance
Flame Blade
Flaming Sphere
Produce Flame
Protection from Arrows
Pyrotechnics
Resist Elements
Sound Burst
3rd-Level War Wisard Spells
Call Lightning
Fireball
Flame Arrow
Greater Magic Weapon
Haste
Keen Edge
Lightning Bolt
Protection from Elements
Sleet Storm
Wind Wall
4th-Level War Wisard Spells
Fire Shield
Flame Strike
Ice Storm
Minor Globe of Invulnerability
Rusting Grasp
Shout
Spike Stones
Stoneskin
Wall of Fire
5th-Level War Wisard Spells
Circle of Doom
Cloudkill
Cone of Cold
Faithful Hound
Interposing Hand
Righteous Might
Wall of Force
Wall of Stone
6th-Level War Wisard Spells
Blade Barrier
Circle of Death
Forceful Hand
Globe of Invulnerability
Guards and Wards
Mass Haste
Highlands Wisard
The wisard (vee-SAHRD) is the highlands version of an arcane spellcaster. Heartier and stronger than their low-lands counterparts, they also lack the formal training and arcane expertise.
The wisard is more akin to the sorcerer than a wizard; they cast spontaneously as a sorcerer does, and use the sorcerer's spell list, and has Charisma as a prime spellcasting stat as a sorcerer.
BAB: Fighter (+1/level).
Saves: Good Fort, Will; bad Ref.
Abilities: Charisma determines how powerful a spell a wisard can cast, how many spells he can cast, and how hard those spells are to resist.
Special: All highlands classes (including wisards) are illiterate and must spend skill points to read and write.
Multi-class restrictions: Wisards may multi-class freely with other highlands classes. Due to the fact that characters must be trained from childhood to be wisards, characters may not take levels of wisard unless they took their first level as a wisard. Any highlands character who takes levels in a non-highlands class may no longer take levels in any highlands class (once you turn your back on your clan, that's it).
Alignment: Any nonlawful.
Hit Die: d12.
Class Skills: The wisard's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Profession (Wis), Ride (Str), Scry (Int), Swim (Str) and Wilderness Lore (Wis).
Skill points per level: 2 + Int modifier.
Spells/day
L - 0 1 2 3 4 5 6
1 - 2
2 - 3 0
3 - 3 1
4 - 3 2 0
5 - 3 3 1
6 - 3 3 2
7 - 3 3 2 0
8 - 3 3 3 1
9 - 3 3 3 2
10 - 3 3 3 2 0
11 - 3 3 3 3 1
12 - 3 3 3 3 2
13 - 3 3 3 3 2 0
14 - 4 3 3 3 3 1
15 - 4 4 3 3 3 2
16 - 4 4 4 3 3 2 0
17 - 4 4 4 4 3 3 1
18 - 4 4 4 4 4 3 2
19 - 4 4 4 4 4 4 3
20 - 4 4 4 4 4 4 4
Arcane spells known
L - 0 1 2 3 4 5 6
1 - 4
2 - 5 2*
3 - 6 3
4 - 6 3 2*
5 - 6 4 3
6 - 6 4 3
7 - 6 4 4 2*
8 - 6 4 4 3
9 - 6 4 4 3
10 - 6 4 4 4 2*
11 - 6 4 4 4 3
12 - 6 4 4 4 3
13 - 6 4 4 4 4 2*
14 - 6 4 4 4 4 3
15 - 6 4 4 4 4 3
16 - 6 5 4 4 4 4 2*
17 - 6 5 5 4 4 4 3
18 - 6 5 5 5 4 4 3
19 - 6 5 5 5 5 4 4
20 - 6 5 5 5 5 5 4
* Provided the wisard has sufficient Charisma to have a bonus spell of this level.
Class Features
The following are class features of the highlands wisard.
Weapon and Armor Proficiency: All highlands classes are proficient with all medium or larger swords, all axes and shortbows. They are also proficient with shields. They are only proficient with light armor, and are restricted from taking further armor proficiency feats. Wisards wearing armor are subject to arcane spell failure.
Spells: The wisard casts spontaneously as a sorcerer. They can receive bonus spells for high Charisma, and to cast a spell a wisard must have a Charismascore of at least equal to 1 + the level of the spell (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so on). The save DC for a wisard's spells is 10 + the spells's level + the wisard's Charisma modifier.
Furthermore, the wisard is limited in his or her spell list. The wisard must be trained from birth to follow a specific path of spellcasting.
Spell List (War Wisard)
0-Level War Wisard Spells
Detect Magic
Flare
Guidance
Magic Fang
Prestidigitation
Ray of Frost
Resistance
1st-Level War Wisard Spells
Burning Hands
Color Spray
Mage Armor
Magic Missile
Magic Weapon
Shield
Shocking Grasp
True Strike
2nd-Level War Wisard Spells
Acid Arrow
Bull's Strength
Endurance
Flame Blade
Flaming Sphere
Produce Flame
Protection from Arrows
Pyrotechnics
Resist Elements
Sound Burst
3rd-Level War Wisard Spells
Call Lightning
Fireball
Flame Arrow
Greater Magic Weapon
Haste
Keen Edge
Lightning Bolt
Protection from Elements
Sleet Storm
Wind Wall
4th-Level War Wisard Spells
Fire Shield
Flame Strike
Ice Storm
Minor Globe of Invulnerability
Rusting Grasp
Shout
Spike Stones
Stoneskin
Wall of Fire
5th-Level War Wisard Spells
Circle of Doom
Cloudkill
Cone of Cold
Faithful Hound
Interposing Hand
Righteous Might
Wall of Force
Wall of Stone
6th-Level War Wisard Spells
Blade Barrier
Circle of Death
Forceful Hand
Globe of Invulnerability
Guards and Wards
Mass Haste
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