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Wild Mage [PEACH]
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<blockquote data-quote="Nifft" data-source="post: 3516765" data-attributes="member: 6562"><p>I <strong>hate</strong> most of the Wild Surge effects. They are fine for a Wild Magic Zone (which really means "don't cast here zone"), but a primary caster whose class features include "don't cast"? No.</p><p></p><p>1/ Fixed level and location effects. These will get old, fast.</p><p></p><p>2/ Indeterminate targeting. My character would slit your PC's throat in your sleep if you did this to the party more than once.</p><p></p><p>3/ There is no such thing as a "turn".</p><p></p><p>- - -</p><p></p><p>The luck feats are cool, but you're giving quite a lot of them!</p><p></p><p>- - -</p><p></p><p>Now, fixing it:</p><p></p><p>1/ Make the Wild Surge voluntary, like the Psionic version (the Wilder). Instead of imposing a flat 10% chance, make it a risk that the player must balance against its benefit.</p><p></p><p>2/ Make it less flexible than a regular Sorcerer unless you use the Wild Surge feature.</p><p></p><p>3/ Impose penalties on others, in the spirit of what you've already done. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>- - -</p><p></p><p>Let's start with the <a href="http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererVariantBattleSorcerer" target="_blank">Battle Sorcerer</a>. Lower the HD to d6, remove Martial Weapon proficiency, but keep the armor and Simple weapons. Lose the Familiar; keep Bluff; don't gain Intimidate.</p><p></p><p>So class abilities are:</p><p></p><p>BAB: 3/4 (as Rogue)</p><p>Good Save: Will</p><p>HD: d6</p><p>Skills: 2+Int (class skills as Sorcerer)</p><p></p><p>Specials by level:</p><p>1/ Wild Surge, Armored Casting</p><p>2/ Specialized Surge 1</p><p>3/ Defensive Insight +1</p><p>4/ Student of Chaos</p><p>5/ Bonus Feat</p><p>6/ Specialized Surge 2</p><p>7/ Defensive Insight +2</p><p>8/ Aura of Chaos</p><p>9/ Advanced Learning</p><p>10/ Bonus Feat</p><p>11/ Specialized Surge 3</p><p>12/ Defensive Insight +3</p><p>13/ Invocation of Chaos</p><p>14/ Advanced Learning</p><p>15/ Bonus Feat</p><p>16/ Specialized Surge 4</p><p>17/ Defensive Insight +4</p><p>18/ Armor of Chaos</p><p>19/ Advanced Learning</p><p>20/ Bonus Feat</p><p></p><p></p><p><strong>Armored Casting</strong> (Ex): You can cast in light armor. Yay!</p><p></p><p></p><p><strong>Wild Surge</strong> (Su): When casting a spell, you may invoke a Wild Surge. When you first gain this ability, it has two applications: you can attempt to raise your caster level by +2, or you can attempt to raise the spell's DC by +2.</p><p></p><p>If you invoke your Wild Surge, you have a 50% chance of gaining your desired effect. If you fail to gain the desired effect, instead roll on the Wild Surge table. [ ... table ... ] You expend the spell slot either way.</p><p></p><p></p><p><strong>Specialized Surge</strong> (Su): You gain an additional option when you use your Wild Surge class feature. Choose one of the following:</p><p>- Anarchic (deal +50% damage to one of the following: [Lawful] outsiders, constructs, or undead)*</p><p>- Energy Substitution (one of the following: fire, cold, acid, electricity)*</p><p>- Invigorating (you heal 2 hp/level of the spell you cast)</p><p>- Rapid Casting (apply Metamagic feat without increasing casting time -- yes, even Quicken)</p><p>- Raw Arcana (deals -50% damage, but all damage is untyped)</p><p>- Reaving (single-target spell also dispels one effect from target)</p><p>- Unstoppable (+8 on checks to resist counterspelling; +4 on checks to penetrate SR)</p><p></p><p>*) You may choose this effect more than once, each time choosing a different type.</p><p></p><p></p><p><strong>Defensive Insight</strong> (Su): You gain an Insight bonus to AC and reflex saves; these bonuses do not apply if you are flat-footed.</p><p></p><p></p><p><strong>Student of Chaos</strong> (Ex): A Wild Mage may roll twice when using a magic item that offers random effects (such as a bag of tricks or rod of wonder), and choose between the two results. If a random roll is made only once to determine the nature or contents of a device (for example, a robe of useful items or an iron flask), a Wild Mage gains no special advantage.</p><p></p><p></p><p><strong>Bonus Feat</strong>: Any Luck feat from Complete Scoundrel, any Metamagic feat, any Heritage feat, or the following: Eschew Materials, Arcane Familiar (C.Arcane), Magical Affinity, Improved Familiar, Iron Will, Lightning Reflexes, or Great Fortitude.</p><p></p><p></p><p><strong>Aura of Chaos</strong> (Su): You are subject to a permanent <em>magic circle against law</em> (as the spell). Additionally, any [Law] spells cast within 30 ft. of you suffer -1 caster level.</p><p></p><p></p><p><strong>Invocation of Chaos</strong> (Su): You may expend a spell-slot to hinder a foe's casting. Your foe must make a Will save (DC = 10 + spell level expended + Cha bonus) or suffer the effects of being in a Wild Magic Zone for 1d6 rounds.</p><p></p><p></p><p><strong>Armor of Chaos</strong> (Su): You are subject to a permanent <em>aura of chaos</em> (as the spell).</p><p></p><p></p><p><strong>Advanced Learning</strong>: Thrice in your career, you may learn spells from outside your usual sources. Choose any spell of a level you could cast from the Chaos domain, or any other spell with the [Chaos] descriptor. (You may choose to learn a Summon Monster spell in this way, but you should note that the spell could only be used to summon creatures with the [Chaos] descriptor.)</p></blockquote><p></p>
[QUOTE="Nifft, post: 3516765, member: 6562"] I [b]hate[/b] most of the Wild Surge effects. They are fine for a Wild Magic Zone (which really means "don't cast here zone"), but a primary caster whose class features include "don't cast"? No. 1/ Fixed level and location effects. These will get old, fast. 2/ Indeterminate targeting. My character would slit your PC's throat in your sleep if you did this to the party more than once. 3/ There is no such thing as a "turn". - - - The luck feats are cool, but you're giving quite a lot of them! - - - Now, fixing it: 1/ Make the Wild Surge voluntary, like the Psionic version (the Wilder). Instead of imposing a flat 10% chance, make it a risk that the player must balance against its benefit. 2/ Make it less flexible than a regular Sorcerer unless you use the Wild Surge feature. 3/ Impose penalties on others, in the spirit of what you've already done. :) - - - Let's start with the [url=http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererVariantBattleSorcerer]Battle Sorcerer[/url]. Lower the HD to d6, remove Martial Weapon proficiency, but keep the armor and Simple weapons. Lose the Familiar; keep Bluff; don't gain Intimidate. So class abilities are: BAB: 3/4 (as Rogue) Good Save: Will HD: d6 Skills: 2+Int (class skills as Sorcerer) Specials by level: 1/ Wild Surge, Armored Casting 2/ Specialized Surge 1 3/ Defensive Insight +1 4/ Student of Chaos 5/ Bonus Feat 6/ Specialized Surge 2 7/ Defensive Insight +2 8/ Aura of Chaos 9/ Advanced Learning 10/ Bonus Feat 11/ Specialized Surge 3 12/ Defensive Insight +3 13/ Invocation of Chaos 14/ Advanced Learning 15/ Bonus Feat 16/ Specialized Surge 4 17/ Defensive Insight +4 18/ Armor of Chaos 19/ Advanced Learning 20/ Bonus Feat [b]Armored Casting[/b] (Ex): You can cast in light armor. Yay! [b]Wild Surge[/b] (Su): When casting a spell, you may invoke a Wild Surge. When you first gain this ability, it has two applications: you can attempt to raise your caster level by +2, or you can attempt to raise the spell's DC by +2. If you invoke your Wild Surge, you have a 50% chance of gaining your desired effect. If you fail to gain the desired effect, instead roll on the Wild Surge table. [ ... table ... ] You expend the spell slot either way. [b]Specialized Surge[/b] (Su): You gain an additional option when you use your Wild Surge class feature. Choose one of the following: - Anarchic (deal +50% damage to one of the following: [Lawful] outsiders, constructs, or undead)* - Energy Substitution (one of the following: fire, cold, acid, electricity)* - Invigorating (you heal 2 hp/level of the spell you cast) - Rapid Casting (apply Metamagic feat without increasing casting time -- yes, even Quicken) - Raw Arcana (deals -50% damage, but all damage is untyped) - Reaving (single-target spell also dispels one effect from target) - Unstoppable (+8 on checks to resist counterspelling; +4 on checks to penetrate SR) *) You may choose this effect more than once, each time choosing a different type. [b]Defensive Insight[/b] (Su): You gain an Insight bonus to AC and reflex saves; these bonuses do not apply if you are flat-footed. [b]Student of Chaos[/b] (Ex): A Wild Mage may roll twice when using a magic item that offers random effects (such as a bag of tricks or rod of wonder), and choose between the two results. If a random roll is made only once to determine the nature or contents of a device (for example, a robe of useful items or an iron flask), a Wild Mage gains no special advantage. [b]Bonus Feat[/b]: Any Luck feat from Complete Scoundrel, any Metamagic feat, any Heritage feat, or the following: Eschew Materials, Arcane Familiar (C.Arcane), Magical Affinity, Improved Familiar, Iron Will, Lightning Reflexes, or Great Fortitude. [b]Aura of Chaos[/b] (Su): You are subject to a permanent [i]magic circle against law[/i] (as the spell). Additionally, any [Law] spells cast within 30 ft. of you suffer -1 caster level. [b]Invocation of Chaos[/b] (Su): You may expend a spell-slot to hinder a foe's casting. Your foe must make a Will save (DC = 10 + spell level expended + Cha bonus) or suffer the effects of being in a Wild Magic Zone for 1d6 rounds. [b]Armor of Chaos[/b] (Su): You are subject to a permanent [i]aura of chaos[/i] (as the spell). [b]Advanced Learning[/b]: Thrice in your career, you may learn spells from outside your usual sources. Choose any spell of a level you could cast from the Chaos domain, or any other spell with the [Chaos] descriptor. (You may choose to learn a Summon Monster spell in this way, but you should note that the spell could only be used to summon creatures with the [Chaos] descriptor.) [/QUOTE]
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