Rei_Jin
2006-03-19, 03:49 AM
Someone needs to make a "Wizzard" PrC.
And at your request, I give you The Wizzzard!
The Wizzzard
There are heroes who seem to reappear time after time, at the moment when the battle seems lost. This is not one of them. This is the coward of a thousand battles, the one who runs from everything.
Moreover, he knows about spells, he has trained in spells, but is utterly unable to cast anything even resembling magic, whether it be a scroll, a wand, or even a magic item.
Some consider him to be a cursed soul, but all he really wants is a nice bowl of potatoes.
A Wizzzard is most readily recognisable by their hat and robe, which is often tattered, torn and singed. Embroidered on the hat must be the word "Wizzard" with as many Z's as the wearer feels necessary, but it must be at least 2.
Normally completely craven, a Wizzzard is loathe to fight and spends 95% of his life running from things. This gives him a somewhat unique perspective on life, as he is always on the move. You would be hardpressed to find a better or more knowledgable guide, regardless of the location.
Due to their uncanny luck, Wizzzards are often known to be the ones who find ancient ruins, unknown of tribes, and sites of ancient evil. They are also known to be running far away from them, as fast as possible.
Most Wizzzards are utter cowards, but on a rare occasion they will stand and fight when they decide that something else is more important than their own survival. Normally, this has to be something akin to saving the world, but there have been exceptions...
Wizzzard
Alignment
Any nonlawful.
Hit Die
d6.
Class Skills
The Wizzzarrd's skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, light crossbow, quarterstaff, and the improvised weapon Half-brick in a Sock, but not with any type of armor or shield. Armor of any type interferes with a wizzzard’s movements, which can cause his speed to drop and he loses his bonus to Armor Class.
Base Attack Bonus
Worst
Saves
Strong Fort, Refl, Will
Class Abilities
Non-proficiency
A Wizzzard is not proficient in the use of any weapons or armor outside of his proficiency list, and can never become proficient even with multiclassing or the taking of feats.
A Wizzzard can not cast any spells, or use any spell completion/spell trigger based items. He can use potions, and regular magical items as long as they do not require one to be able to cast spells. Even if he multiclasses or takes levels in a PrC these restrictions still apply
He can never gain ranks in the skill Use Magic Device.
He can never take the feat Leadership.
He can never worship any deity other than The Lady, she is a jealous mistress.
Languages
All languages, including Druidic, are on the list of Languages that a Wizzzard can learn. Moreover, he gains a bonus language at every even level after 1st level.
Hand of the Lady
Starting at level 1, the Wizzzard may affect chance around him in a way that signifies the way that the Lady uses him in her games. The Wizzzard may reroll a roll that he has just made before it is declared whether the roll results in success or failure. He must take the result of the reroll, even if it’s worse than the original roll.
This ability is usable once per day at level 1, twice per day at level 5, and therafter for every five levels he gains in this class he can use it once more per day.
At 8th level he gains the ability to select which of the two rolls he will take, signifying his growing value to the Lady
At 14th level he gains the ability to inflict this ability on his foes, forcing them to reroll and allowing him to select which roll they can use.
Defence of the Lady
A Wizzzard gains his Wisdom as a Bonus to his armor class, he always knows the best time to turn and run, or to stand and fight.
Uncanny Dodge
At 2nd level, a Wizzzard retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Wizzzard already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Trap Sense
Starting at 3rd level, a Wizzzard gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three Wizzzard levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Speedy retreat
At third level and at every 3 levels therafter a Wizzzard gains a +10ft bonus to his speed. This is lost if he ever puts on any armor or goes over a light load.
Evasion
At 4th level or higher if a Wizzzard makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a Wizzzard is wearing light armor or no armor. A helpless Wizzzard does not gain the benefit of evasion.
Improved Uncanny Dodge
At 5th level and higher, a Wizzzard can no longer be flanked. This defense denies a rogue the ability to sneak attack the Wizzzard by flanking him, unless the attacker has at least four more rogue levels than the target has Wizzzard levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Mettle
At 9th level, a Wizzzard's evasion ability extends to cover anything that requires a Fortitude or Will save. If he makes his save, he is not affected at all by the spell. If he fails, he takes the full effect. A helpless Wizzzard does not gain the benefit of Mettle.
Improved Evasion
At 11th level, a Wizzzard’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Wizzzard does not gain the benefit of improved evasion.
Soul of the Lady
At 13th level, a Wizzzard gains spell resistance equal to his current wizzzard level + 10. In order to affect the Wizzzard with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Wizzzard’s spell resistance.
Improved Mettle
At 15th level, a Wizzzard's ability to avoid spells improves. When he makes a successful Reflex, Fortitude or Will save, he isn't affected by the spell. If he fails, he is affected as if he had passed the save and didn't have Improved Mettle ability. For example, he takes only half damage from a Fireball spell, and Disingterate spell gives him 5d6 points of damage (instead of disingterating him) even if he fails his save. See the specific spell descriptions for details. A helpless Wizzzard does not benefit from Improved Mettle.
Thwart Death
At 17th level the Wizzzard can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from any source), the Wizzzard can attempt to roll with the damage. To use this ability, the Wizzzard must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute this ability—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Wizzzard’s evasion ability does not apply to Thwart Death ability, although it may be applied prior to it.
Coward of the ages
At 20th level, a Wizzzard's journey is complete, and he is the embodiment of the Ladie's will. The Wizzard becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the Wizzzard’s creature type was) for the purpose of spells and magical effects. Additionally, the Wizzzard gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the Wizzzard can still be brought back from the dead as if he were a member of his previous creature type. He no longer ages, and cannot die of old age.
So guys, what do you think? *;D
And at your request, I give you The Wizzzard!
The Wizzzard
There are heroes who seem to reappear time after time, at the moment when the battle seems lost. This is not one of them. This is the coward of a thousand battles, the one who runs from everything.
Moreover, he knows about spells, he has trained in spells, but is utterly unable to cast anything even resembling magic, whether it be a scroll, a wand, or even a magic item.
Some consider him to be a cursed soul, but all he really wants is a nice bowl of potatoes.
A Wizzzard is most readily recognisable by their hat and robe, which is often tattered, torn and singed. Embroidered on the hat must be the word "Wizzard" with as many Z's as the wearer feels necessary, but it must be at least 2.
Normally completely craven, a Wizzzard is loathe to fight and spends 95% of his life running from things. This gives him a somewhat unique perspective on life, as he is always on the move. You would be hardpressed to find a better or more knowledgable guide, regardless of the location.
Due to their uncanny luck, Wizzzards are often known to be the ones who find ancient ruins, unknown of tribes, and sites of ancient evil. They are also known to be running far away from them, as fast as possible.
Most Wizzzards are utter cowards, but on a rare occasion they will stand and fight when they decide that something else is more important than their own survival. Normally, this has to be something akin to saving the world, but there have been exceptions...
Wizzzard
Alignment
Any nonlawful.
Hit Die
d6.
Class Skills
The Wizzzarrd's skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, light crossbow, quarterstaff, and the improvised weapon Half-brick in a Sock, but not with any type of armor or shield. Armor of any type interferes with a wizzzard’s movements, which can cause his speed to drop and he loses his bonus to Armor Class.
Base Attack Bonus
Worst
Saves
Strong Fort, Refl, Will
Class Abilities
Non-proficiency
A Wizzzard is not proficient in the use of any weapons or armor outside of his proficiency list, and can never become proficient even with multiclassing or the taking of feats.
A Wizzzard can not cast any spells, or use any spell completion/spell trigger based items. He can use potions, and regular magical items as long as they do not require one to be able to cast spells. Even if he multiclasses or takes levels in a PrC these restrictions still apply
He can never gain ranks in the skill Use Magic Device.
He can never take the feat Leadership.
He can never worship any deity other than The Lady, she is a jealous mistress.
Languages
All languages, including Druidic, are on the list of Languages that a Wizzzard can learn. Moreover, he gains a bonus language at every even level after 1st level.
Hand of the Lady
Starting at level 1, the Wizzzard may affect chance around him in a way that signifies the way that the Lady uses him in her games. The Wizzzard may reroll a roll that he has just made before it is declared whether the roll results in success or failure. He must take the result of the reroll, even if it’s worse than the original roll.
This ability is usable once per day at level 1, twice per day at level 5, and therafter for every five levels he gains in this class he can use it once more per day.
At 8th level he gains the ability to select which of the two rolls he will take, signifying his growing value to the Lady
At 14th level he gains the ability to inflict this ability on his foes, forcing them to reroll and allowing him to select which roll they can use.
Defence of the Lady
A Wizzzard gains his Wisdom as a Bonus to his armor class, he always knows the best time to turn and run, or to stand and fight.
Uncanny Dodge
At 2nd level, a Wizzzard retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Wizzzard already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Trap Sense
Starting at 3rd level, a Wizzzard gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three Wizzzard levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Speedy retreat
At third level and at every 3 levels therafter a Wizzzard gains a +10ft bonus to his speed. This is lost if he ever puts on any armor or goes over a light load.
Evasion
At 4th level or higher if a Wizzzard makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a Wizzzard is wearing light armor or no armor. A helpless Wizzzard does not gain the benefit of evasion.
Improved Uncanny Dodge
At 5th level and higher, a Wizzzard can no longer be flanked. This defense denies a rogue the ability to sneak attack the Wizzzard by flanking him, unless the attacker has at least four more rogue levels than the target has Wizzzard levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Mettle
At 9th level, a Wizzzard's evasion ability extends to cover anything that requires a Fortitude or Will save. If he makes his save, he is not affected at all by the spell. If he fails, he takes the full effect. A helpless Wizzzard does not gain the benefit of Mettle.
Improved Evasion
At 11th level, a Wizzzard’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Wizzzard does not gain the benefit of improved evasion.
Soul of the Lady
At 13th level, a Wizzzard gains spell resistance equal to his current wizzzard level + 10. In order to affect the Wizzzard with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Wizzzard’s spell resistance.
Improved Mettle
At 15th level, a Wizzzard's ability to avoid spells improves. When he makes a successful Reflex, Fortitude or Will save, he isn't affected by the spell. If he fails, he is affected as if he had passed the save and didn't have Improved Mettle ability. For example, he takes only half damage from a Fireball spell, and Disingterate spell gives him 5d6 points of damage (instead of disingterating him) even if he fails his save. See the specific spell descriptions for details. A helpless Wizzzard does not benefit from Improved Mettle.
Thwart Death
At 17th level the Wizzzard can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from any source), the Wizzzard can attempt to roll with the damage. To use this ability, the Wizzzard must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute this ability—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Wizzzard’s evasion ability does not apply to Thwart Death ability, although it may be applied prior to it.
Coward of the ages
At 20th level, a Wizzzard's journey is complete, and he is the embodiment of the Ladie's will. The Wizzard becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the Wizzzard’s creature type was) for the purpose of spells and magical effects. Additionally, the Wizzzard gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the Wizzzard can still be brought back from the dead as if he were a member of his previous creature type. He no longer ages, and cannot die of old age.
So guys, what do you think? *;D