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Hedge Wizard
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<blockquote data-quote="Cheiromancer" data-source="post: 1620375" data-attributes="member: 141"><p>Re: Hedge Wizard. The name isn't the starting point. I started by wondering why it is so hard to get a flavorful prefix to ur-priest. I kept getting strange mixtures of rogue, wizard and ranger, which feels contrived. Cleric/rogue works, of course, but for the reasons I give above I didn't want to use clerics. Some kind of cultist class would be better.</p><p></p><p>And anyway the first few levels of the class I propose above don't really seem to me to work. Probably because it is based on an arbitrary mixture of base classes. There is a woodsy theme (nature sense and track) and a rogue theme (sneak attack, skills) and an arcane theme (familiar and spellcasting) which seems cobbled together. Rogue and arcane kinda fit, but I think the woodsy theme has to go. So here's draft two. Not a disguised multiclass combo, but close in power to one. I replaced nature sense, trap sense and track with the "knack" special ability, renamed the class, and rewrote the class description. I think the result is more focussed and coherent than draft 1 was:</p><p></p><p><strong>The Occultist</strong></p><p></p><p><strong>Abilities:</strong> Intelligence powers an occultist’s spells, and enhances his skills. Constitution and dexterity are most important for sheer survivability.</p><p><strong>Alignment:</strong> any non-good</p><p><strong>Hit dice:</strong> d6</p><p><strong>Armor and Weapons:</strong> Light armor, no shield, simple weapons</p><p><strong>Attacks:</strong> medium BAB (like a rogue)</p><p><strong>Saves:</strong> all good (like a monk)</p><p></p><p><strong>Skill points:</strong> 4 + Int modifier</p><p><strong>Class skills:</strong> Bluff, Concentration, Craft, Decipher Script, Disable Device, Disguise, Escape Artist, Hide, Knowledge (any), Move Silently, Open Locks, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft.</p><p></p><p><strong>Key ability for spells:</strong> Intelligence. </p><p></p><p>[code][color=silver]</p><p></p><p>Level </p><p>1 sneak attack +1d6, trap sense</p><p>2 knack</p><p>3 evasion</p><p>4 familiar, spellcasting (level-3)</p><p>5 mettle</p><p>6 </p><p>7 uncanny dodge</p><p>8 </p><p>9 sneak attack +2d6</p><p>10 </p><p>11 improved uncanny dodge</p><p>12 </p><p>13 spell resistance (level +10)</p><p>14 </p><p>15 improved evasion</p><p>16 </p><p>17 sneak attack +3d6</p><p>18 </p><p>19 poison and disease immunity</p><p>20 [/color][/code]</p><p></p><p></p><p><strong>Special Abilities:</strong></p><p></p><p><strong>Knack (Ex):</strong> A second level occultist gains insight either into the use of a weapon or a skill in which he has no skill ranks. If a weapon is chosen, the occultist gains Weapon Focus with that weapon. If a skill has been chosen, the occultist is henceforth treated in all ways to have a number of ranks in that skill equal to his class level plus his intelligence bonus (if any). The occultist loses the benefit of this ability if he ever buy ranks in the chosen skill.</p><p></p><p><strong>Sneak attack, trap sense, (improved) evasion</strong> and <strong>(improved) uncanny dodge</strong> are as the rogue abilities.</p><p></p><p><strong>Mettle</strong> is like evasion, only for fort and will saves- it is the hex blade's 3rd level ability (CW), and poison/disease immunity is like that of the monk. Spell resistance is like the monk ability too; SR = class level + 10.</p><p></p><p>The occultist's <strong>familiar</strong> and <strong>spellcasting</strong> is much the same as for a standard wizard 3 levels lower, except that an occultist must give up a school of magic (as a specialist wizard does) without gaining any of the benefits of specialization. An occultist may give up any school of magic except for divination. An occultist prepares his spells using a spellbook, just as a standard wizard does.</p><p></p><p><strong>Ex-occultists:</strong> There is something a little off about the occultist’s approach to the world, one which does not appeal to good characters. An occultist who becomes good retains all class abilities, but cannot gain further levels as an occultist.</p><p></p><p><strong>Role:</strong> Many occultists are failures in some other field of endeavor; they are the wizard’s apprentice who cannot learn any spells, the novice cleric whose faith is too weak, or the would-be bard who does not have the heart for the profession. It is not that the occultist’s talent is lacking; but it is hidden too deeply for the standard training of a character class to unlock. Resentment over this early failure tends to embitter the character, though they may put on a cheerful face.</p><p></p><p>Other occultists are scholars (experts) who feel that they have hidden talents waiting to be discovered; talents which will bring them wealth and power. They pore over old tomes and practice exotic meditation techniques in order for these powers to be uncovered. Occultists will often form secret societies in which their discoveries can be shared; occultists are natural conspirators, and are well suited to skullduggery. Still other occultists are bored aristocrats who seek the thrill of secret knowledge and the reassurance of a group of fellow strivers.</p><p></p><p>And finally, there are the occultists who are raised and trained as such; typically such occultists are also cultists of one kind or another.</p><p></p><p>Whatever their background, occultists are convinced that there is a secret to success, and that this secret is within their grasp. Though sometimes dismissed as charlatans, dillettantes and con artists, occultists sometimes stumble onto the secrets of real magic; rarely, however, do they achieve the power of standard wizards. For this reason spell-casting occultists tend to resent wizards and sorcerers, and sometimes clerics as well. This animosity is usually kept well hidden.</p><p></p><p>The benefits of the slow path to power are not inconsiderable. Occultists are more aware of themselves and their world, and thus are harder to assail either physically, mentally, or spiritually. Of the standard character classes, only monks are more resilient.</p><p></p><p>The most obvious of an occultist's awakened talents is arcane spellcasting. But occultists typically have a skill or weapon with which they exhibit unusual skill; this is their "knack." Even occultists who do not have a weapon knack seem unusually competent with a dagger or club; especially when they strike from surprise or from behind. Conversely, an occultist who has a weapon knack is more skilled than a wizard of equal intelligence. </p><p></p><p><strong>Multiclassing:</strong> Occultists can easily become arcane tricksters, and those with blacker hearts are well-suited to become assassins or ur-priests.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1620375, member: 141"] Re: Hedge Wizard. The name isn't the starting point. I started by wondering why it is so hard to get a flavorful prefix to ur-priest. I kept getting strange mixtures of rogue, wizard and ranger, which feels contrived. Cleric/rogue works, of course, but for the reasons I give above I didn't want to use clerics. Some kind of cultist class would be better. And anyway the first few levels of the class I propose above don't really seem to me to work. Probably because it is based on an arbitrary mixture of base classes. There is a woodsy theme (nature sense and track) and a rogue theme (sneak attack, skills) and an arcane theme (familiar and spellcasting) which seems cobbled together. Rogue and arcane kinda fit, but I think the woodsy theme has to go. So here's draft two. Not a disguised multiclass combo, but close in power to one. I replaced nature sense, trap sense and track with the "knack" special ability, renamed the class, and rewrote the class description. I think the result is more focussed and coherent than draft 1 was: [b]The Occultist[/b] [b]Abilities:[/b] Intelligence powers an occultist’s spells, and enhances his skills. Constitution and dexterity are most important for sheer survivability. [b]Alignment:[/b] any non-good [b]Hit dice:[/b] d6 [b]Armor and Weapons:[/b] Light armor, no shield, simple weapons [b]Attacks:[/b] medium BAB (like a rogue) [b]Saves:[/b] all good (like a monk) [b]Skill points:[/b] 4 + Int modifier [b]Class skills:[/b] Bluff, Concentration, Craft, Decipher Script, Disable Device, Disguise, Escape Artist, Hide, Knowledge (any), Move Silently, Open Locks, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft. [b]Key ability for spells:[/b] Intelligence. [code][color=silver] Level 1 sneak attack +1d6, trap sense 2 knack 3 evasion 4 familiar, spellcasting (level-3) 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][/code] [B]Special Abilities:[/b] [b]Knack (Ex):[/B] A second level occultist gains insight either into the use of a weapon or a skill in which he has no skill ranks. If a weapon is chosen, the occultist gains Weapon Focus with that weapon. If a skill has been chosen, the occultist is henceforth treated in all ways to have a number of ranks in that skill equal to his class level plus his intelligence bonus (if any). The occultist loses the benefit of this ability if he ever buy ranks in the chosen skill. [B]Sneak attack, trap sense, (improved) evasion[/B] and [B](improved) uncanny dodge[/B] are as the rogue abilities. [B]Mettle[/B] is like evasion, only for fort and will saves- it is the hex blade's 3rd level ability (CW), and poison/disease immunity is like that of the monk. Spell resistance is like the monk ability too; SR = class level + 10. The occultist's [B]familiar[/B] and [B]spellcasting[/B] is much the same as for a standard wizard 3 levels lower, except that an occultist must give up a school of magic (as a specialist wizard does) without gaining any of the benefits of specialization. An occultist may give up any school of magic except for divination. An occultist prepares his spells using a spellbook, just as a standard wizard does. [b]Ex-occultists:[/b] There is something a little off about the occultist’s approach to the world, one which does not appeal to good characters. An occultist who becomes good retains all class abilities, but cannot gain further levels as an occultist. [b]Role:[/b] Many occultists are failures in some other field of endeavor; they are the wizard’s apprentice who cannot learn any spells, the novice cleric whose faith is too weak, or the would-be bard who does not have the heart for the profession. It is not that the occultist’s talent is lacking; but it is hidden too deeply for the standard training of a character class to unlock. Resentment over this early failure tends to embitter the character, though they may put on a cheerful face. Other occultists are scholars (experts) who feel that they have hidden talents waiting to be discovered; talents which will bring them wealth and power. They pore over old tomes and practice exotic meditation techniques in order for these powers to be uncovered. Occultists will often form secret societies in which their discoveries can be shared; occultists are natural conspirators, and are well suited to skullduggery. Still other occultists are bored aristocrats who seek the thrill of secret knowledge and the reassurance of a group of fellow strivers. And finally, there are the occultists who are raised and trained as such; typically such occultists are also cultists of one kind or another. Whatever their background, occultists are convinced that there is a secret to success, and that this secret is within their grasp. Though sometimes dismissed as charlatans, dillettantes and con artists, occultists sometimes stumble onto the secrets of real magic; rarely, however, do they achieve the power of standard wizards. For this reason spell-casting occultists tend to resent wizards and sorcerers, and sometimes clerics as well. This animosity is usually kept well hidden. The benefits of the slow path to power are not inconsiderable. Occultists are more aware of themselves and their world, and thus are harder to assail either physically, mentally, or spiritually. Of the standard character classes, only monks are more resilient. The most obvious of an occultist's awakened talents is arcane spellcasting. But occultists typically have a skill or weapon with which they exhibit unusual skill; this is their "knack." Even occultists who do not have a weapon knack seem unusually competent with a dagger or club; especially when they strike from surprise or from behind. Conversely, an occultist who has a weapon knack is more skilled than a wizard of equal intelligence. [b]Multiclassing:[/b] Occultists can easily become arcane tricksters, and those with blacker hearts are well-suited to become assassins or ur-priests. [/QUOTE]
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