Trinket Mage... Great Idea... or THE GREATEST IDEA....


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It's kind of like a Sorcerer with Knowstones, or a Psion/Wilder with Power Stones.

Or just a spontaneous casting Wizard with a little bit of fluff that leaves him more open to horrific destruction since he has to protect multiple items instead of just one spellbook...which as a DM I like.
 

Or just a spontaneous casting Wizard with a little bit of fluff that leaves him more open to horrific destruction since he has to protect multiple items instead of just one spellbook...which as a DM I like.



Little bit of column A, little bit of column B.


What fascinates me about the class concept is how you would design the objects in question.

For example a little Crystaline Grasshopper that detects secret doors.

It's Material Components on Steroids (which everyone I know seems to be on, not even making this up... my little brother... the woman who repairs my vehicles... my MOM).
 

I'm very intrigued by this and I can see what you are going for. Let me sum it up. This is a wizard who can spontaneously cast all of his spells as a sorcerer can by channeling his trinkets. He still has a spell per day limit as any Mage should. His limit of spells known is only limited by the number of trinkets he can afford to craft. It's mostly a flavor thing, but it does have some advantages all it's own.

With that said, I've got some ideas to push this along. Instead of using a spell book or schematics book, why not just call them revelations or something along the line that he has discovered and he can imbue a new trinket each level of any level spell he knows. Instead of having spells per day, he can activate each of his trinkets a number of times per day, per trinket level. Use the sorcerer spell progression for this purpose.

Trinket Mage
HD: d6
Skills: 4+Int

1. Trinket Slot, Craft Trinket
2. Trinket Slot
3. Trinket Slot
4. Trinket Slot
5. Trinket Slot, Trinket Surge
6. Trinket Slot
7. Trinket Slot
8. Trinket Slot
9. Trinket Slot
10. Trinket Slot Trinket Surge
11. Trinket Slot
12. Trinket Slot,
13. Trinket Slot
14. Trinket Slot
15. Trinket Slot Trinket Surge
16. Trinket Slot
17. Trinket Slot
18. Trinket Slot
19. Trinket Slot
20. Trinket Slot, Trinket Surge, Trinket Mastery

Craft Trinket: Using the craft skill, the Mage can create small trinkets the house his arcane power. These trinkets cost three times as much as scrolls of the same level spell to craft.

Trinket Slot: A Trinket Mage may have a number of trinkets active at any time equal to his level. In addition to this, he can have an additional level 1 trinket for each intelligence bonus he has.

Trinket Surge: At fifth level and every five levels thereafter, the trinket Mage can use each of his trinkets an additional time per day.

Trinket Mastery: I'm really not sure how trinket mastery would work, but I tossed around the idea of allowing adding meta magic feats instead of extra uses per day, maybe if that method was used, two meta magic feats could be used at once. Meh.

There could be a lot of tweaking to this, but it's just an idea I had after reading toys.
 

Or just a spontaneous casting Wizard with a little bit of fluff that leaves him more open to horrific destruction since he has to protect multiple items instead of just one spellbook...which as a DM I like.
He only has to protect one item: his Handy Haversack.
 

So short sighted. The items dint work within the handy haversack. Any trinket the mage wishes to employ must be brought out. Further wouldnt putting something back in the haversack be a move action as would be taking somethong out....
 

Well, so, the trinket mage is, mechanically, more like a sorcerer with expandable spells known. With some time and cost needed to expand one's repertoire.

How much spell slots are you trying to give that class? As many as wizard class has? Or less?

The strength of such a class will depend largely on the available downtime in a certain campaign. In a campaign which has weeks or months of downtime between each adventures, that kind of class will be stronger. But in a campaign with little or no down time, that kind of class is no better than a Sorcerer.

I have heard from many players that when playing Red Hand of Doom, which has almost no down time during the entire campaign, wizards has almost no merit over sorcerers. Spending a day for adding a new spell into one's spellbook is not recommended when you are busy finding ways to stop a marching horde of monster army.
 



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