muscle wizard

Muscle Wizard (Mage 3, Thief 1, HD 0) – d4 HD STR, CON

(3 powers)

Most mages focus on strengthening their mind to improve their ability to better control arcane forces.  Muscle wizards focus on using arcane forces to strengthen their bodies. 

War mages are not trained combatants in the traditional sense.  At first level, war mages hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every six levels of experience. They do not wear any armor or use any shields.  They eschew the use of any weapons.  Instead they are trained in unarmed combat and can punch even armored foes for 1d3 damage, and kick for 1d4 damage at -2 to hit.  For every additional level of unarmed combat they increase the die of damage to kick and punch by one – d3,d4,d6,d8).

Muscle Wizards save as mages.  They can use any magical item usable by mages. 

Muscle Wizards can learn and cast spells at 1st level, however they cast spells differently than mages.  They release the arcane energy by punching or kicking the target, a process called punch-casting.  All spell ranges are reduced to the combat movement of the Muscle Wizard and the Muscle Wizard does not take any damage from their own area of attack spells.  They may move to any open area within their combat movement, punch the target, or within the target AOE, and the spell effect takes effect.  Anything that doesn't make sense as a punch-cast spell (e.g. Charm Person, Identify) has to be redesigned to involve fists or acts of strength somehow.

Muscle Wizards store arcane energy in their bodies, strengthening and enhancing their physical abilities. They gain +1 HP per spell level for each unused spell slot.  For example a 6th level Muscle Wizard has 2 1st level slots (2×1), 2 2nd level slots (2×2), and 1 3rd level slot (1×3) for a total of +9 HP.  Whenever they cast a spell, they lose a number of HPs equal to the spell level of that spell slot.  If they go to 0 HP due to spell casting, they collapse from exhaustion.  If they fall below -1, they must roll on the Mortal Wounds Table.  (1 custom power)

Muscle Wizards also gain a bonus to hit and to damage equal to the highest level of the unused spell slot, e.g. a 5th level Muscle Wizard would gain +2 to hit and +2 to damage if they have not yet cast their 2nd level spell.  (1 custom power)

Muscle Wizards can enter a state of enhanced focus a number of times per day equal to their level.  They may spend one round focusing their arcane might into their muscles.  This grants them +1 to initiative, to hit, to AC, and to damage for the duration of the combat. (1 custom power).

At 6th level a Muscle Wizard can research spells, use and scribe scrolls, and brew potions.  At 11th level they can create magic items.  At 14th level they can research and cast ritual spells (if they can punch-cast them), create undead, and create constructs.

When a Muscle Wizard attains 9th level (x), he can establish a gymnasium, and 2d6 0 level students and 1d6 Muscle Wizards apprentices of 1st to 3rd level will come to study.  While studying the Muscle Wizard must cover their expenses.  They must be paid standard rates for hirelings.

Proficiencies: Alchemy, Alertness, Battle Magic, Berserkergang, Blind Fighting, Combat Trickery (disarm, force back, knock down, overrun, sunder), Combat Reflexes, Divine Health, Dungeon Bashing, Familiar, Healing, Illusion Resistance, Intimidation, Laying on Hands, Magical Engineering, Manual at Arms, Mystical aura, Running, Sensing Power, Skirmishing, Swashbuckling, Unarmed Fighting, Weapon Finesse, and Weapon Focus(fists).

Experience

Title

Lvl

Hit Dice

BTH      BTHBTH

   Spells

  Eff. lvl

Bonus

 HPs

0

Trainee

1

1d4

+0

1

    1

1

2,100

Beefcake

2

2d4

+0

1

    1

1

4,200

Strongman

3

3d4

+0

2

    2

2

8,400

Muscle Magician

4

4d4

+1

2 1

    3

4

16,800

Specimen

5

5d4

+1 

2 2

    4

6

33,600

Muscleman(woman)

6

6d4

+1

2 2 1

    5

9

70,000

Colossus

7

7d4

+2

2 2 2

    6

12

220,000

Muscle Mage

8

8d4

+2

2 2 2 1

    7

16

370,000

Muscle Wizard

9

9d4

+2

3 3 2 1

    7

19

520,000

Muscle Wizard 10th

10

9d4+1

+3

4 3 3 2

    8

27

670,000

Muscle Wizard 11th

11

9d4+2

+3

4 4 3 2 1

    9

34

820,000

Muscle Wizard 12th

12

9d4+3

+3

4 4 3 3 2

    10

43

970,000

Muscle Wizard 13th

13

9d4+4

+4

4 4 3 3 2

    10

43

1,120,000

Powerhouse

14

9d4+5

+4

4 4 4 3 2 1

    11

52

 

 

 

Roll

Template

Proficiencies

Spell

Equipment

3-4

 Drifter

Dungeon Bashing

Endurance

Sharpness (self only)

Sleeveless wool tunic and pants, weathered cloak, worn backpack with iron book case containing laboratory notes and spell formulas, ink, 1 week iron rations, and bedding, 2 coppers from last peasant family he saved. 

5-6

Bruiser

Swashbuckling

Intimidation

Sleep

Leather pants, tank top w/ leather jacket, short leather boots, belt pouch with hardbound diary of poems and spell formulas, 50 sp worth of ‘wimp tax’ extracted from others. 

7-8

Coach

Running

Manual At Arms

Jump

Tin whistle, cap, cotton shorts and matching tunic, waterproof cloak and canvas pants, comfortable running shoes, shoulder bag with clipboard holding notes with schedules and spell formulas, custom made charcoal nibs and blank paper, and 2 weeks of quality nutrition bars (iron rations).

9-10

Pugilist

Unarmed Fighting

Gambling

Magic Missile (accurate punch)

Travelers tunic and pants, well worn shoes, hand bag with Moustache wax, hand wrap, ring shoes, boxing shorts, 15 gp winnings, small leather bound book (listing win lost records and various fighting techniques),  and wineskin w/ wine.

11-12

Wrestler

Combat Trickery(wrestling)

Performance (oratory)

Choking grip

Sparkling fur lined cloak, tight shorts, under armigers tunic and pants, soft high leather boots, leather and gold championship belt worth 15 gp, backpack with 1 week iron rations and 10 gp.  Several scrolls with spell formulas, and several posters advertising the last event.

13-14

Bodybuilder

Berserkergang

Alchemy

Shield (buff-up)

Homemade herbal ‘supplements’, body oil, weights, sleeveless armigers tunic and tight pants, fine leather boots, 25 gp winnings in belt pouch, small notebook with spells

15-16

Model

Divine Health

Seduction

Charm Person

(flex)

Finest clothing currently in fashion, sliver mirror, quality skin crème, high quality cosmetics, silver comb, sweet smelling soap and shampoo, 1 week of dried anti-oxidant fruits, wineskin with spring water, a 15 gp gold necklace, and 10 gp walking around money in belt pouch. 

17-18

 Kinesiologist

Laying on Hands

Naturalism

Ventriloquism

Armigers tunic, always open to the air, quality cloak and pants, leather riding boots, medium riding horse, riding saddle and tack, leather saddle bags, several books on anatomy and the natural sciences, custom exercise bands, 2 weeks of iron rations, 15 gp

muscle wizard

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