Cheiromancer
Adventurer
I am toying with the idea of placing an organization of fiend-worshipping cultists in my campaign world (which has a FR geography and basic pantheon). I've decided that the higher level members will be Ur-Priests (from the Complete Divine).
In the course of working out the "prefix" to this prestige class I decided to try Wizard 2/Rogue 2/X 1. "X" is a class with a good BAB and Fort save. Maybe Ranger. The best order of the classes is Wizard-X-Rogue-Rogue-Wizard. This makes it easier to meet the skill point pre-reqs for Ur-Priest.
[edit]This prefix only works if you use an alternative method of calculating base saves. See my response to Sigurd[/edit]
I didn't want to use clerics and druids in the Ur-Priest prefix, as this would make the organization dependent on recruiting its leaders from outside- I want it to be self-sufficient. Outside of core books, I think that Bard 3/Marshal 2 or Marshal 2/Hexblade 3 work well. Marshal is from the Miniature's Handbook, and Hexblade is from the Complete Warrior.
Anyways. I took the Wizard 2/Rogue 2/Ranger 1 prefix and calculated what the average saves, BAB and skill points were. Then I did a little substituting out (the biggest change was putting in nature sense and mettle for favored enemy), fiddled with the numbers a trifle, and tried to extend the result into a viable 20 level class. I got to level 9 by considering the prefix for Arcane Trickster: a 9th level hedge wizard is roughly the equivalent of a rogue3/wizard 6. Then I followed the general pattern of a prestige class and put in a special ability every couple of levels.
Anyway, here's my first draft. I am not certain of the best name, so I am just calling it...
The Hedge Wizard
Hit dice: d6
Armor and Weapons: Light armor, no shield, simple weapons
Attacks: medium BAB (like a rogue)
Saves: all good (like a monk)
Skill points: 4 + Int modifier
Class skills: Bluff, Concentration, Craft, Decipher Script, Disable Device, Disguise, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Listen, Move Silently, Open Locks, Profession, Search, Sleight of Hand, Spellcraft, Spot, Survival.
Key ability for spells: Intelligence.
Special Abilities:
Sneak attack, trap sense, (improved) evasion and (improved) uncanny dodge are as the rogue abilities. Nature sense (+2 to knowledge: nature and survival checks) is from the druid, wild empathy is the druid/ranger ability, and Track is the ranger bonus feat.
To fill in blank spaces in the chart I put in mettle (like evasion, only for fort and will saves- it is the hex blade's 3rd level ability (CW)), and poison/disease immunity (like the monk). Spell resistance is like the monk ability too; SR = class level + 10.
The hedge wizard's familiar and spellcasting is the same as for a standard wizard 3 levels lower. They prepare spells from a spellbook like a wizard, but cannot specialize in a school of magic. A 4th level hedge wizard has the spellcasting ability of a first level wizard, and a 20th level hedge wizard has the spellcasting ability of a 17th level wizard. Just enough to cast 9th level spells; which is why there is no additional perk for 20th level.
Role: A very low level hedge wizard is an unskilled rogue who can survive fairly well in the wilderness. Which is good, since he can't compete with the more dedicated rogues in the big city! A hedge wizard peruses old tomes and practices esoteric meditative techniques in the hope of awakening magical talent within. Until these meditative techniques bear fruit, the only magic the hedge wizard can use are of the disappearing coin variety. Real spellcasters dismiss them (correctly) as charlatans and frauds.
The hedge wizard's "meditative techniques" yield an increased sensitivity to details other people would miss- thus nature sense, trap sense and track. Hedge wizards can react faster to unexpected situations (good reflex saves, evasion, uncanny dodge) and are more in tune with their bodies (thus the good fort saves and eventual immunity to poison and disease.) Spiritual awareness manifests eventually as spellcasting ability and as the ability to completely avoid harmful magic (thus the class abilities of spell resistance, mettle and improved evasion).
Mid-level hedge wizards start to learn real magic, and their unorthodox approach starts to bear fruit; they have better hit points, saves, and skill points than a wizard of the same level, their special abilities largely make up for their weaker spellcasting. Hedge wizards compare very well to multiclass rogue/wizards. Among the prestige classes a single classed hedge wizard can qualify for are Arcane Trickster, Assassin, and Ur-priest.
Comments?
Can anyone think of a better name?
In the course of working out the "prefix" to this prestige class I decided to try Wizard 2/Rogue 2/X 1. "X" is a class with a good BAB and Fort save. Maybe Ranger. The best order of the classes is Wizard-X-Rogue-Rogue-Wizard. This makes it easier to meet the skill point pre-reqs for Ur-Priest.
[edit]This prefix only works if you use an alternative method of calculating base saves. See my response to Sigurd[/edit]
I didn't want to use clerics and druids in the Ur-Priest prefix, as this would make the organization dependent on recruiting its leaders from outside- I want it to be self-sufficient. Outside of core books, I think that Bard 3/Marshal 2 or Marshal 2/Hexblade 3 work well. Marshal is from the Miniature's Handbook, and Hexblade is from the Complete Warrior.
Anyways. I took the Wizard 2/Rogue 2/Ranger 1 prefix and calculated what the average saves, BAB and skill points were. Then I did a little substituting out (the biggest change was putting in nature sense and mettle for favored enemy), fiddled with the numbers a trifle, and tried to extend the result into a viable 20 level class. I got to level 9 by considering the prefix for Arcane Trickster: a 9th level hedge wizard is roughly the equivalent of a rogue3/wizard 6. Then I followed the general pattern of a prestige class and put in a special ability every couple of levels.
Anyway, here's my first draft. I am not certain of the best name, so I am just calling it...
The Hedge Wizard
Hit dice: d6
Armor and Weapons: Light armor, no shield, simple weapons
Attacks: medium BAB (like a rogue)
Saves: all good (like a monk)
Skill points: 4 + Int modifier
Class skills: Bluff, Concentration, Craft, Decipher Script, Disable Device, Disguise, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Listen, Move Silently, Open Locks, Profession, Search, Sleight of Hand, Spellcraft, Spot, Survival.
Key ability for spells: Intelligence.
Code:
[color=silver]
Level
1 sneak attack +1d6, trap sense, Track
2 nature sense, wild empathy
3 evasion
4 familiar, spellcasting
5 mettle
6
7 uncanny dodge
8
9 sneak attack +2d6
10
11 improved uncanny dodge
12
13 spell resistance (level +10)
14
15 improved evasion
16
17 sneak attack +3d6
18
19 poison and disease immunity
20 [/color]
Special Abilities:
Sneak attack, trap sense, (improved) evasion and (improved) uncanny dodge are as the rogue abilities. Nature sense (+2 to knowledge: nature and survival checks) is from the druid, wild empathy is the druid/ranger ability, and Track is the ranger bonus feat.
To fill in blank spaces in the chart I put in mettle (like evasion, only for fort and will saves- it is the hex blade's 3rd level ability (CW)), and poison/disease immunity (like the monk). Spell resistance is like the monk ability too; SR = class level + 10.
The hedge wizard's familiar and spellcasting is the same as for a standard wizard 3 levels lower. They prepare spells from a spellbook like a wizard, but cannot specialize in a school of magic. A 4th level hedge wizard has the spellcasting ability of a first level wizard, and a 20th level hedge wizard has the spellcasting ability of a 17th level wizard. Just enough to cast 9th level spells; which is why there is no additional perk for 20th level.
Role: A very low level hedge wizard is an unskilled rogue who can survive fairly well in the wilderness. Which is good, since he can't compete with the more dedicated rogues in the big city! A hedge wizard peruses old tomes and practices esoteric meditative techniques in the hope of awakening magical talent within. Until these meditative techniques bear fruit, the only magic the hedge wizard can use are of the disappearing coin variety. Real spellcasters dismiss them (correctly) as charlatans and frauds.
The hedge wizard's "meditative techniques" yield an increased sensitivity to details other people would miss- thus nature sense, trap sense and track. Hedge wizards can react faster to unexpected situations (good reflex saves, evasion, uncanny dodge) and are more in tune with their bodies (thus the good fort saves and eventual immunity to poison and disease.) Spiritual awareness manifests eventually as spellcasting ability and as the ability to completely avoid harmful magic (thus the class abilities of spell resistance, mettle and improved evasion).
Mid-level hedge wizards start to learn real magic, and their unorthodox approach starts to bear fruit; they have better hit points, saves, and skill points than a wizard of the same level, their special abilities largely make up for their weaker spellcasting. Hedge wizards compare very well to multiclass rogue/wizards. Among the prestige classes a single classed hedge wizard can qualify for are Arcane Trickster, Assassin, and Ur-priest.
Comments?
Can anyone think of a better name?
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