Carpet Wizard

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Carpet Wizard
Vasnetsov samolet.jpg
Rating: Not rated
(Rate this class)
Status: First stages of creation, subject to lots of work. Needs a better name.
Editing: Constructive criticism welcomed, but refrain from major changes.

Contents

[edit] Carpet Wizard

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->


Many great spellcasters have met their folly through the inability to remain mobile yet powerful in the world of combat; the carpet wizard has otherwise to say.

Hailing origin from the lands in the east, mages within the realm dabble with construction in order to gain the most mobile, trustworthy, and capable mount: flying carpets. After much trial and error, with or without a master, a carpet wizard knows his success begins once his inanimate yet intricate rug gains life and levitation. From here carpet wizards divulge in multiple paths: some wreak havoc from above to the helpless below, others float casually above a controlled realm ready to respond to disasters, others simply use the carpet as a simpler and lazier method of travel. Regardless of the case, all carpet masters understand one concept gained from their new companion: freedom. With flight normal boundaries become less of a hassle and more is accomplished. In fact, some carpet wizards become so attached to their freedoms of flight they refuge to and even fear to ever touch the earth again.

Though many claim that a Carpet Wizard is simply a sorcerer or wizard with a flying carpet they are far from the truth. A Carpet Wizard as he crafts and animates his carpet must learn to understand the ebb and flow of magic itself: as the carpet uses these motions to gain it's motion. As he gains a deeper understanding of this mystical connection he slowly learns to utilize it to his full advantage; making him much more than simply a man on a carpet.

[edit] Becoming a Carpet Wizard

Overall carpet masters hail from arcane casters, more wizards than sorcerers due to their interest in texts, that wish to dabble in flight in a physical manifestation. Other arcane casters such as Battlemages and Wu Jen are also seen to dabble in the art, but overall their connections to the sky remain in other forms.

Entry Requirements
Skills: Craft (Weaving) 5, Knowledge (Arcana) 5, Spellcraft 5.
Feats: Craft Wondrous Item.
Spellcasting: Must be able to cast level 3 arcane spells.
Special: A Carpet Wizard must own or craft a carpet worth 500g or more.

Table: The Carpet Wizard

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +2 +2 Gain Magic Carpet, Manna Conversion +1 level of existing arcane spellcasting class
2nd +1 +0 +3 +3 Manna Discovery +1 level of existing arcane spellcasting class
3rd +1 +1 +3 +3 Evasion +1 level of existing arcane spellcasting class
4th +2 +1 +4 +4 Accelerate +1 level of existing arcane spellcasting class
5th +2 +1 +4 +4 Castle Construction +1 level of existing arcane spellcasting class
6th +3 +2 +5 +5 Slippery Mind +1 level of existing arcane spellcasting class
7th +3 +2 +5 +5 Acceleration Mastery +1 level of existing arcane spellcasting class
8th +4 +2 +6 +6 Improved Evasion +1 level of existing arcane spellcasting class
9th +4 +3 +6 +6 +1 level of existing arcane spellcasting class
10th +5 +3 +7 +7 Absorb Manna +1 level of existing arcane spellcasting class

Class Skills (2 + Int modifier per level)
Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Knowledge (Arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Use Magic Device (Cha).


[edit] Class Features

All of the following are class features of the Carpet Wizard.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Carpet Wizard, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Weapon and Armor Proficiency: A caster gains no proficiency with any weapons or armor.

Gain Magic Carpet: A 1sst level Carpet Wizard gains his prized possession: his magic carpet. Construction takes a week of proper incantations, a carpet worth 500g or more, 1000g in reagents to support the incantations, and must lose one spell use per day at 2nd level permanently. The carpet functions in all functions as a familiar and progresses as such with the exception of the following: A magic carpet is considered a construct instead of a magical beast, a flying carpet does not gain Share spells; Deliver touch spells; or Speak with animals of its kind, a magic carpet starts with blindsight 30ft, and while the magic carpet is utilized by it's master all damage taken is transferred to it's master, a magic carpet's size is equal to the size of its master. A magic carpet gains flight equal to its master's base land speed and has perfect maneuverability with capability only of carrying one passenger and gear of one individual the same size category and total weight of its master. As a free action once per round a carpet wizard can will his carpet to move its speed. This cannot be used in conjunction with Acceleration or Acceleration Mastery. Though the carpet has its own move it responds only to immediate dangers around it unless its master wills otherwise. A magic carpet is also quick to respond to the loss of its rider: any time a magic carpet's rider risks falling off the carpet may make a rider check using it's master's reflex save or the rider makes a ride check to avoid falling off, but in both cases the DC required to remain stable are 10 less than the normal check. If the rider falls off the carpet the carpet will move at it's maximum speed and make a DC 10 reflex to catch the rider and any falling damage taken from this fall is halved. If the carpet wizard falls unconscious the carpet continues moving at its base speed or it's current speed, whichever is lower, in the direction it last moved in. The carpet will while moving freely will respond to and avoid obstacles with the best of its ability: mainly by moving around them and moving back on its previous course. Upon death of the magic carpet's master's arcane weaving's lose stability and ignite, causing the carpet to explode and all within 5 ft of the carpet must make a reflex save or take fire damage equal to 1d6/2 caster levels. This fire conflagrations its master leaving only charred bones behind if the carpet wizard was riding the carpet. If the carpet is destroyed before its master it explodes if its master died and the master must construct a new magic carpet with double the material costs. Regardless, when a magic carpet is destroyed it's master is restored his lost spell use per day.

Manna Conversion (Su): A 1st level Carpet Wizard gains learns how to let his his lips to flow with the same fluidity the flow of magic does. A carpet master gains his class level as a magic bonus to all charisma based skill checks.

Manna Discovery (Sp): A Carpet Wizard's understanding the flow of flight and flow of magic allows him to fully see the flows of magic. A 2nd level carpet wizard gains detect magic as the spell at will. His caster level is equal to his class level.

Evasion (Ex): At 3nd level and higher, a carpet wizard can avoid even magical and unusual attacks with great agility through training from the unique experience of flying on a magic carpet. If he 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 the carpet wizard is riding his magic carpet. A helpless Carpet Wizard does not gain the benefit of evasion.

Accelerate (Su): A Carpet Wizard learns to push his carpet to it's limits. A 4th level carpet wizard as a move action can will his magic carpet to move double it's speed for 1 round. This ability can be used only once per 1d4 rounds. This ability can be used only once per 1d6 rounds and cannot be used if acceleration mastery is unable to be used or the carpet used its free move already.

Castle Construction (Sp): A carpet wizard gains the ability to at his caster score's bonus times per day create an extradimensional castle shaped to his choosing. This ability functions fully as Mordenkainen's Private Sanctum with the caster level equal to the total caster level.

Slippery Mind (Ex): This ability represents the carpet master’s ability to wriggle free from magical effects by willing his mind through the magical "gaps" within the flow of the enchantment. If a 6th level and higher carpet master with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

Accelerate (Su): A Carpet Wizard learns to push his carpet even further in speed. A 7th level carpet wizard as a full round action can will his magic carpet to move at four times it's speed for 1 round. This ability can be used only once per 1d8 rounds and cannot be used if acceleration is unable to be used or the carpet has used its free move already.

Improved Evasion (Ex): This ability works like evasion, except that while the carpet master still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless carpet master does not gain the benefit of improved evasion.

Absorb Manna (Sp): At level 10 a carpet master gain's enough knowledge of the flow of magic he learns to draw from the remnant life recently departed. As a full round action a carpet wizard can absorb the magic from a target that has not remained dead for no more than 10 days. This spell functions as the benefits of Mordenkainen's Lubrication except the maximum spell level can equal only to the maximum spell level of the dead caster being absorbed could cast. If the selected target is a noncaster, the carpet wizard only gains one level zero spell use as the essence of life refreshes their magical capability.

[edit] Campaign Information

[edit] Playing a Carpet Wizard

Combat: A carpet wizard travels at a safe distance above in times of combat, preferring to pick off flightless enemies from a safe distance. Overall for self preservation a carpet wizard prioritizes ranged attackers and casters: targets that can fight back.

Advancement: A carpet wizard typically focuses in his discipline of flight and his own magical capabilities. Rarely does a carpet wizard enter a martial based or divine field, but they may dabble in other specializations of arcane magic.

Resources: Overall a carpet wizard remains isolated and distant from most people, even from other carpet wizards. The path of flight causes the ideology to adapt to the new found freedom. Others who have natural or magical flight are characters carpet wizards more commonly associate with.

[edit] Carpet Wizards in the World

This section needs a more complete description. For more information please look here
<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: Most people find a combination of fear and admiration toward carpet wizards. In most cases the carpet wizard will impress masses, but will not fully accept the praise. In rare cases the people of the local area become jealous of the superiority and plot against the carpet master. This usually results in attempts to steal the carpet or kill the carpet wizard altogether.

[edit] Carpet Wizard Lore

This section needs a more complete description. For more information please look here

Characters with ranks in Knowledge (Arcana) can research Caster Wizards to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 A caster wizard is an arcane spellcaster with flight through magic carpets.
16 Carpet Wizards rely more on fast reflexes and quick wit to survive over pure power.
21 A magic carpet is formed by combining the essence of the carpet wizard with the carpet to bring it life. As a result, the carpet gains sentience and has a personality trait based on its master
26 Some magic carpets actually end up taking on qualities of other sources, such as the soul of a past master of the carpet wizard, and may instead take on the identity of the other source.

[edit] Carpet Wizards in the Game

This section needs a more complete description. For more information please look here

A carpet wizard can take on the role as the primary offensive caster, but may also gain ability in reconnaissance as well utilizing flight as a fast, and safe, method of scouting.

Adaptation: Carpet wizards can stem from secret societies where only few are given permission to divulge within the art of crafting a magic carpet. This may be a gift for only the high members of a mage guild. Carpet wizards could also descend from a foreign society that brings arcane ideas along with the ability to make magic carpets.

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->

Author's Note: As a house rule, a carpet wizard can also instead require divine or psionic spellcasting at the same spell level. Other than the appropriate changes from arcane to divine or otherwise to be made, little is different from an arcane carpet wizard.



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