Warrior-Wizard Class - Comments Welcome

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clavis123
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Warrior-Wizard Class - Comments Welcome

Post by clavis123 »

Here's my attempt at a hybrid of Fighter and Wizard. I've tried to stick close to precedent with it, basing it both on the Classic D&D Elf Class and the character of Malagigi from the medieval Charlemagne legends. I think it might need some polishing, so like I did with my Demon Hunter class, I'm asking for comments and criticism from the group. Also, please don't use that awful term that begins with a G - it's a four-letter word after all!

WARRIOR-WIZARDS

Few people have a the rare combination of magical talent, intelligence, physical strength, and martial skill necessary to become a Warrior-Wizard. Combining skill at arms with arcane might, they are among the most fearsome combatants. Able to cast spells even while wearing armor, they are unafraid to stand toe-to-toe with the most fearsome monsters.

The Warrior-Wizard's versatility comes at a price. They learn spells more slowly than normal Wizards, and never receive bonus spells. They are also weaker in direct melee combat than normal Fighters.

Warrior-Wizards are most frequently found amongst Elves, who seem to have natural tenancy towards the class. Humans and Gnomes are also well-represented in the ranks of Warrior-Wizards. Dwarves consider mixing arcane magic with "honorable" fighting to be detestable, and are never Warrior-Wizards. Halflings also seem to have no aptitude for the mixture of wizardry and martial prowess. Half-Orcs are seldom disciplined enough to become Warrior-Wizards, but those few who are become veritable machines of destruction.

Warrior-Wizards get along well with both Fighters and Wizards. They sometimes look down on Illusionists, regarding their style of magic as cowardly. Bards and Warrior-Wizards tend to get along particularly well. Clerics are often suspicious of Warrior-Wizards, seeing the Warrior-Wizard's attempt at total versatility as an attempt to live without the restrictions placed on humanity by the Gods. Some Warrior-Wizards do in fact regard themselves as living proof that humanity can can exceed all bounds, and so dislike Clerics and their insistence on following the commands of a deity. Druids, however, appreciate the combination of magical and martial might embodied by the Warrior-Wizard. Warrior-Wizards often regard Monks as imperfect versions of themselves, while Monks often see Warrior-Wizards as corrupted people who turned to the Dark Arts because they lacked the self-discipline for the Monastic life. Warrior-Wizards sometimes come into conflict with Knights and Paladins, who see the Warrior-Wizard's use of magic in melee combat as a underhanded cheating. Rangers and Warrior-Wizards often get along well, on the other hand, with many Rangers citing an ancient story of Rangers being trained to use magic.

ABILITIES

SPELLS: Warrior Wizards cast arcane spells. They learn and prepare spells in exactly the same manner as Wizards, and use the same spell list. Warrior-Wizards must maintain and consult spell-books, just like ordinary Wizards. Unlike normal Wizards, however, Warrior Wizards never gain bonus spells as a result of having a high Intelligence.

ARCANE FOCUS: In order to use their spells, a Warriors-Wizard must employ a special object called an Arcane Focus. This is usually a sword or other weapon, but can also be a book of mystical writings, a special gauntlet, etc. The player chooses their character's Arcane Focus. The Focus replaces any other material components needed for spells, and is always employed as part of the somatic component of a Warrior-Wizard's spells. It does not replace the verbal component of spells. The Warrior-Wizard cannot use spells above Level 0 without utilizing their chosen focus.

COMBAT CASTING: A Warrior-Wizard may freely use magic while engaged in melee, without suffering any penalties, as long as they can hold and employ their chosen Arcane Focus. Casting a spell counts as the character's action for the round. A Warrior-Wizard cannot cast a spell and attack with a weapon in the same melee round.

CAST IN ARMOR: A Warrior-Wizard may freely use magic while clad in any kind of armor, as long as they can hold and employ their chosen Arcane Focus. A shield will not interfere with this ability, if the character can still utilize their focus.

PRIME ATTRIBUTE: Intelligence

HIT DICE: d8

ALIGNMENT : Any

WEAPONS: Any

ARMOR: Any

ABILITES: Spells, Arcane Focus, Combat Casting, Cast In Armor

Level | Hit Dice | Basic To-Hit Bonus | Experience Points

01 | d8 | +1 | 0

02 | d8 | +1 | 2,701

03 | d8 | +2 | 5,501

04 | d8 | +2 | 12,001

05 | d8 | +3 | 24,001

06 | d8 | +3 | 48,001

07 | d8 | +4 | 95,001

08 | d8 | +4 | 180,001

09 | d8 | +5 | 360,001

10 | d8 | +5 | 700,001

11 | +3 HP | +6 | 1,000,001

12 | +3 HP | +6 | 1,300,001

13+ | | | +300,000 per level

WARRIOR-WIZARD SPELLS PER DAY

LVL| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9

01 | 2

02 | 3 | 1

03 | 3 | 1

04 | 3 | 2 | 1

05 | 3 | 2 | 2

06 | 4 | 2 | 2 | 1

07 | 4 | 3 | 2 | 2

08 | 4 | 3 | 3 | 2 | 1

09 | 4 | 3 | 3 | 2 | 2

10 | 5 | 4 | 3 | 3 | 2 | 1

11 | 5 | 4 | 4 | 3 | 2 | 2

12 | 5 | 4 | 4 | 3 | 3 | 2 | 1

13 | 5 | 5 | 4 | 4 | 3 | 2 | 2

14 | 6 | 5 | 5 | 4 | 3 | 3 | 2 | 1

15 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 2

16 | 6 | 6 | 5 | 5 | 4 | 3 | 3 | 2 | 1

17 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | 2 | 2

18 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 3 | 2 | 1

19 | 6 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | 2 | 2

20 | 6 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | 3 | 2
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.

Harry Joy
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Post by Harry Joy »

Jeez...

I love it, but it's extremely powerful. Needs some drawbacks of some kind, or you'd never see a plain jane Wizard again.

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Post by Treebore »

The XP should be much higher for one thing. Significantly higher than the Paladins.
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Post by Rigon »

Treebore wrote:
The XP should be much higher for one thing. Significantly higher than the Paladins.

Agreed.

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serleran
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Post by serleran »

Arcane focus, huh? No mention of only allowed to own one at a time, and how expensive it is to obtain, especially considering that, at level 1, you have every material component you'll ever need, including those ultra-expensive things like powdered adamantine and lich dust. Nope... don't like that ability, as written. It needs much more clarification and toning. I'd probably suggest it is treated as a magic item, too, considering its so obviously imbued with magic (seeing as it can replace any, and every, material component) which is at least "something." There should also be some mention of replacing a stolen or destroyed one, though this is likely factored into the "cost."

Otherwise, not too bad. Not really sure why a whole new class had to be created for this, but that's OK. Reminds me a lot of "melded classes."

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Post by Keolander »

Hmmm.....I need to see about adapting the Arcane Warrior from Blackmoor. Main difference is that they do not get spells until 4th Level and they have to be Lawful Neutral (they are, after all, servants of The Wizard's Cabal).
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Post by old school gamer »

One of the things that make a fighter unique in C&C is that they are the only type that has a +1 Tohit at 1st level. IMO, no other class should have that. Otherwise no one else will want to play a fighter.

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clavis123
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Post by clavis123 »

Thanks everybody for your comments. They've given me a lot to consider when revising the class.

I think I will be upping the XP requirements. Looking at my old Rules Cyclopedia, the Elf required almost twice as much XP as a Magic User to advance. I had forgotten how high those old XP requirements were. Since the Warrior-Wizard is only slightly weaker than than a multiclass Fighter/Wizard would be, a pretty high XP requirement is warranted, and precedented.

The Arcane Focus does need work. The purpose of it was to replicate how Malagigi was deprived of his powers when he lost his magic book. Also, I wanted to evoke the intimate relationship of a Jedi with his lightsaber. The need for the Arcane Focus should be more of a drawback than a boon, so I'm thinking of making it something than needs to be progressively (and expensively) improved as the Warrior-Wizard gains levels. Something along the lines of costing 1000 gp, and needed 1 week of construction time, per level of spell that the Focus can be used for. For example, a Focus that can be used for 5 level spells costs 5000 gp, and takes 5 weeks to construct. I'm thinking of allowing the warrior-Wizard to make a new focus, or improve their existing one.

As for the Arcane Focus doing away with the need for material components, that's my concession to kewlness. I want Warrior-Wizard characters to be able to be able to cast while fighting, without reaching into their pockets for balls of bat guano. Material components are a flavorful part of the game for regular Wizards (and originally gave Gygax a chance to display his wit and dry sense of humor), but I don't think they fit well with Warrior-Wizards.

Old School Gamer's point about the fighter having the best To Hit Bonus from Level 1 is well taken. I'm going to change the Warrior-Wizard's attack table to the be the same as the Cleric's.

I still think there's value to having a single Warrior-Wizard class, as opposed to simply using multiclass rules and making a Fighter/Wizard. Especially when a new player show up and says "I want to play something like a Jedi"! It seems to be a very hard class to get right, however.
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Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.

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