I made this class some time ago, and was planning to introduce it to my players this week, but it occured to me that it seems a little overpowered. Any suggestions on how to balance it up a bit? (further spell progress restriction is not an option)The Wild Caster
Hit Die: d4.
Requirements
To qualify to become a Wild Caster, a character must fulfill all of the following criteria.
Alignment: Any Chaotic
Skills: Concentration 7 ranks, Spellcraft 7 ranks, Knowledge (arcana) 15 ranks.
Spells: Ability to spontaneously cast 7th level arcane spells.
Special: Must have been in a Wild Magic Zone
Class Skills
The arcane trickster’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (Arcana and the Planes) (Int), Profession (Wis) and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
BAB: 5, FORT: 3, REF: 7 and WILL: 7 at 10th level
1st Wild Magic, Wild Magic Adaptation -
2nd Random Deflector 1/day +1 level of existing class
3rd Student of Chaos +1 level of existing class
4th Random Deflector 2/day, Wild Zone 1/day +1 level of existing class
5th Spontaneous Metamagic -
6th Chaotic Mind +1 level of existing class
7th Greater Wild Magic Adaptation +1 level of existing class
8th Random Deflector 3/day, Wild Zone 2/day +1 level of existing class
9th Reckless Dweomer +1 level of existing class
10th Wildstrike, Wild Zone 3/day -
Class Features
All of the following are Class Features of the Wild Caster prestige class.
Spells per Day/Known:When a new wild caster level is gained ( other than 1st, 5th or 10th ) , the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, he must decide to which class he adds the new level for purposes of determining spells per day and spells known
Wild Magic: as the wild mage's feature described in p. 69 of complete arcane
Wild Magic Adaptation: A wild caster is familiar with the mechanisms of wild magic areas and therefore casting a spell while inside one can never result in a harmful (for her or her allies) effect nor in the spell being lost. This essentially means that any result between 01-31, 40-47 or 52-71 is rerolled indefinitelly until it results in a non-harmful effect.
Random Deflector: as the wild mage's feature described in p.69 of complete arcane
Student of Chaos: as the wild mage's feature described in p.69 of complete arcane
Wild Zone: After reaching 4th lever a wild caster can, once per day, expend a standard action to create a wild magic zone in a 1-mile-radious circular area centered on herself. This increases to twice per day at 8th lever and 3 times a day upon reaching 10th level. The effect lasts one round per 2 levels of wild caster.
Spontaneous Metamagic: Upon reaching level 5 of the prestige class a wild caster gains the ability to apply metamagic feats to her spells without altering their casting time. This means that hereby she can use the quicken spell metamagic feat normally.
Chaotic Mind: as the wild mage's feature described in p.70 of complete arcane
Greater Wild Magic Adaptation: By the time a wild caster reaches 7th level of the prestige class, her understanding of wild magic has reached such heights that she has total control of her spellcasting when in a wild magic zone.A number of time per day equal to her caster lever / 3 she need't roll to determine the effect of her spells when is a wild magic zone, instead she can choose what the effect will be herself. If this ability's uses are used up, the wild caster rolls normally (the wild magic adaptation ability still applies).
Reckless Dweomer: as the wild mage's feature described in p.70 of complete arcane
Wildstrike: as the wild mage's feature described in p.69 of complete arcane
Thnx for your precious time
Hit Die: d4.
Requirements
To qualify to become a Wild Caster, a character must fulfill all of the following criteria.
Alignment: Any Chaotic
Skills: Concentration 7 ranks, Spellcraft 7 ranks, Knowledge (arcana) 15 ranks.
Spells: Ability to spontaneously cast 7th level arcane spells.
Special: Must have been in a Wild Magic Zone
Class Skills
The arcane trickster’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (Arcana and the Planes) (Int), Profession (Wis) and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
BAB: 5, FORT: 3, REF: 7 and WILL: 7 at 10th level
1st Wild Magic, Wild Magic Adaptation -
2nd Random Deflector 1/day +1 level of existing class
3rd Student of Chaos +1 level of existing class
4th Random Deflector 2/day, Wild Zone 1/day +1 level of existing class
5th Spontaneous Metamagic -
6th Chaotic Mind +1 level of existing class
7th Greater Wild Magic Adaptation +1 level of existing class
8th Random Deflector 3/day, Wild Zone 2/day +1 level of existing class
9th Reckless Dweomer +1 level of existing class
10th Wildstrike, Wild Zone 3/day -
Class Features
All of the following are Class Features of the Wild Caster prestige class.
Spells per Day/Known:When a new wild caster level is gained ( other than 1st, 5th or 10th ) , the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, he must decide to which class he adds the new level for purposes of determining spells per day and spells known
Wild Magic: as the wild mage's feature described in p. 69 of complete arcane
Wild Magic Adaptation: A wild caster is familiar with the mechanisms of wild magic areas and therefore casting a spell while inside one can never result in a harmful (for her or her allies) effect nor in the spell being lost. This essentially means that any result between 01-31, 40-47 or 52-71 is rerolled indefinitelly until it results in a non-harmful effect.
Random Deflector: as the wild mage's feature described in p.69 of complete arcane
Student of Chaos: as the wild mage's feature described in p.69 of complete arcane
Wild Zone: After reaching 4th lever a wild caster can, once per day, expend a standard action to create a wild magic zone in a 1-mile-radious circular area centered on herself. This increases to twice per day at 8th lever and 3 times a day upon reaching 10th level. The effect lasts one round per 2 levels of wild caster.
Spontaneous Metamagic: Upon reaching level 5 of the prestige class a wild caster gains the ability to apply metamagic feats to her spells without altering their casting time. This means that hereby she can use the quicken spell metamagic feat normally.
Chaotic Mind: as the wild mage's feature described in p.70 of complete arcane
Greater Wild Magic Adaptation: By the time a wild caster reaches 7th level of the prestige class, her understanding of wild magic has reached such heights that she has total control of her spellcasting when in a wild magic zone.A number of time per day equal to her caster lever / 3 she need't roll to determine the effect of her spells when is a wild magic zone, instead she can choose what the effect will be herself. If this ability's uses are used up, the wild caster rolls normally (the wild magic adaptation ability still applies).
Reckless Dweomer: as the wild mage's feature described in p.70 of complete arcane
Wildstrike: as the wild mage's feature described in p.69 of complete arcane
Thnx for your precious time
