Saturday, May 4, 2013
Fighter (Wild Magic)
Here is yet another variant fighter mash up. Let’s have some fun with a fighter based on WILD MAGIC.
Blurb: You were raised in an area of wild magic. Wild magic is part of your nature. Although not a spellcaster yourself, you have found that your very presence warps the expression of magic in your proximity. In a magical world, where wizards are real, this greatly helps the man who lives by the sword. It also makes you a hazard to any adventuring party that you join. You are a walking time bomb.
Disruptive Aura - Your very presence causes magic to go haywire. Beginning at first level, you destabilize the magical field in your personal proximity. A spellcaster or creature must overcome a DC 10 + Fighter Level in order to affect you with magic. You always have this aura raised. You may drop this field as a swift action, but raising it again is a standard action. Any spellcaster who has spent a week or more in your presence gains a +5 bonus to this roll. Any spellcaster who succeeds in this DC quells your aura and you must raise it again as a standard action.
If a creature uses a spell-like ability against this aura and fails to overcome your DC, the creature is unable to use any spell-like ability for one round.
Beginning at fifth level, this aura extends one square, at tenth level, two squares, and at fifteenth level, three squares.
Unpredictable Amplifier - Beginning at first level, wild magic might help your party, or then again, it may not.
As a swift action, help an ally. Roll d20 on the following chart:
1-3 Add your strength bonus to the caster level of the spell
4-6 Add your strength bonus to the DC of the spell
7-9 Add your strength bonus to the duration of the spell
10 The caster does not lose the spell in his spell slot
11 Single target spells are affected by the split metamagic feat. Area spells are enlarged as per the metamagic feat.
12 Maximize the indicated spell.
13-19 Roll on the strange presence table.
20 Roll twice on this table, apply any result again (even this one)
Strange Presence - Beginning at second level, you can make your disruptive aura do strange things to spells and spell-like effects. You may choose to subtract your Constitution bonus from the duration of any spell that you interact with, subtract your Constitution bonus from the caster level, or subtract your constitution bonus from the spell’s DC.
Roll d20 on the following table to determine the exact effect:
1-5 - Reduce duration
6-10 Reduce caster level
11-15 Reduce DC
16-17 All die rolls in spell equal 1
18-19 Roll twice, rerolling anything 16 or above. Effects stack.
20 Apply all three reduction
Accidental Evocation - Beginning at 4th level, once per day as a swift action, you may release an accidental evocation. Roll as if you just used a wand of wonder.
Disrupt Magic - Beginning at 6th level, you can disrupt a non-permanent magical effect. As a swift action, make an opposed check against the target spell. You use 4 + Fighter Level + Strength against the spell. If successful, you take damage equal to the spell’s DC. If unsuccessful, you take no damage.
Tap Magic Device - Beginning at 8th level, as a swift action, you can disenchant any permanent magic device to create unpredictable spell effects. Roll on the table below to see what happens. Your caster level is equal to your fighter level. Your DC is equal to the spells level + your Strength modifier.
This ability may even work while you are unconscious or dead (but not if disintegrated). If conscious, you can use this ability as a swift action. If unconscious, this ability begins working, one piece of equipment at a time, once each round, until you are restored to consciousness. Any spell is centered on you, roll randomly when in doubt, and any creature summoned is uncontrolled.
1 Heal or raise dead, whichever is more beneficial.
4 Magic Circle against X
6 Minor Globe of Invulnerability
7 Evard’s Black Tentacles
8 Solid Fog
9 Ice Storm
11 Symbol of Pain
12 Antimagic Field
13 Acid Fog
14 Freezing Sphere
15 Circle of Death
16 Spell Turning
17-19 Summon Monster (Fighter Level/2)
20 Roll Twice on this table. Apply any results again (including this one).
This class if for the player who just likes to mess with everything and everybody. Nobody is safe from the mischief of this character. I quite purposely pushed the envelope on this design into “not a good idea at all” territory. Only a madman or Chris Perkins would allow such class into their game, although I’m not sure about the madman.
I had fun with this fighter design. The whole idea is based on the truism, “Lean into disaster.” If that saying is true, this class takes a flying leap off of disaster and swan dives while yelling “Gygax Lives!”
For the first time ever, we have a character class that will want every +1 dagger that he finds.
As usual, I did not design for the upper levels because they don’t interest me.
The tables could use some work. The random spell table could really use some jiggering to better match the character’s level or the level of item sacrificed. The Magic Item Compendium’s tables would be really handy for this class.
All in all, I am very happy with this design’s idea, but I am unhappy with my own rules. However, not being one to limit myself in the face of lunacy, I present these rules anyone. Maybe one day I’ll playtest my way through this and actually make it work.
If somebody does actually play this character class, please drop me a line.
So far, after having done four of these more magical fighter designs, I am well pleased. The concepts behind each have been different, yet they each came out feeling like a fighter.