Crash Magic (Pathfinder Class)
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Attributes: At second level, the crash wizard gains +1 to Strength and Charisma, with an additional +1 to Strength and Charisma per every even level gained.
Force Damage: Crash magic spells and force damage deal an extra +1 damage per character level.
Intensity Pool: A pool of points equal to 2 + CHA + (Level x 1), depleted pool when casting spells - costing one point per spell level; or in the case of his signature spells, the point cost allotted to them. The crash wizard regains one IP point per hour, with two IP per hour at sixth level, one IP per minute at eleventh level, and one IP per round at sixteenth levels. At sixth level, when hit with a force effect, regain 1/4th of the damage as IP; At 20th level whenever you sunder an object or creature, you gain their HD (or 1 per 5 HP for Objects) in IP.
|Special||Spells per Day|
|1st||+0||+2||+0||+2||Crashing Chariot (1d8); Sundering Crash; Bonus Feat; Unarmed Strike|
|3rd||+2||+3||+1||+3||Crashing Chariot (2d8)|
|5th||+3||+4||+1||+4||Crashing Chariot (3d8)||1||1||—||—||—|
|7th||+5||+5||+2||+5||Crashing Chariot (4d8)||1||1||0||—||—|
|9th||+6||+6||+3||+6||Crashing Chariot (5d8)||2||2||1||—||—|
|11th||+8||+7||+3||+7||Crashing Chariot (6d8)||3||3||2||1||—|
|12th||+9||+8||+4||+8||Bonus Feat; Evil Crushing Glaive: Empyrean||3||3||2||1||—|
|13th||+9||+8||+4||+8||Crashing Chariot (7d8)||3||3||2||1||0|
|15th||+11||+9||+5||+9||Crashing Chariot (8d6)||4||4||3||2||1|
|17th||+12||+10||+5||+10||Crashing Chariot (9d8)||5||5||4||3||2|
|19th||+14||+11||+6||+11||Crashing Chariot (10d8)||5||5||4||3||2|
|20th||+15||+12||+6||+12||Defy the Heavens||6||6||5||4||3|
Class Skills (2 + Int modifier per level)
All of the following are class features of the Crash Wizard.
Weapon and Armor Proficiency: Crash Wizards are proficient with light armor. They still suffer from arcane spell failure as any arcane wizard would.
Spells: Beginning at first level, the crash wizard gains the ability to cast a small number of arcane spells, which are drawn from the Sorceror/Wizard spell list. A crash wizard can cast any spell from the list so long as he has access to that spell level. To prepare or cast a spell, a crash wizard must have an Charisma equal to at-least 10 + the spell level. The Difficulty Class for a saving throw against a crash wizard's spells is 10 + the spell level + the crash wizard's Charisma modifier. Like other spellcasters, a Crash Wizard can cast only a certain number of spells of each spell level per day.
In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). When the Table indicates that the Crash Wizard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
Crashing Chariot (Spell): This is a spell of Crash Magic gained at First level; At first level the wizard may create a five-foot cube of force, able to create an additional five feet per four levels after the first; which may be thrown 30ft (+5ft per even level, and deals 1d8 force damage (and +1d8 damage per odd level). Force damage effects can target an incorporeal creature and not suffer a miss chance, is always considered magical for damage reduction, and does not falter by energy resistance or immunity. The cube of force can be stopped by a wall of force or a shield spell. Casting this spell costs one Intensity Point.
Sundering Crash (Spell): This is a ranged touch spell of Crash Magic gained at First level; Sundering Crash is a spell which deals 1d8 force damage to a single object or target at sixth level, increasing by 1d8 per level. Sundering Crash ignores 10 points of hardness at first level, can strike an attended objects at fourth level, ignored magical hardness at eighth level, ignores all hardness at twelfth level, and doubles damage to unattended objects at sixteenth level. Casting this spell costs two Intensity Points.
Overcharge (Feature): When casting crash spells such as Crashing Chariot, the crash wizard is able to further exert himself in order to create further spectacular bangs. This allows the crash wizard to expend three intensity points to increase the spell damage by two degrees and give +2 damage per level.
Bonus Feat (Feature): At 1st, 6th, 12th, and 18th level, a crash wizard gains a bonus feat. At each such opportunity, he can choose any feat so long as it isn't fighter bonus feat. The crash wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
Second Origins Release (Feature): Unlocked at eleventh level, the crash wizard unlocks an increase of 3x to his Intensity Pool's cap, adding +1 to all spell damage for crash spells, and increases force spells DC to 15+spell level+modifier. Finally, if the Crash Mage is hit by a force effect they take no damage and absorb 1/4th of the damage as intensity points.
Evil Crushing Glaive: Empyrean (Spell): This is a ranged touch spell of Crash Magic gained at Twelfth level; Empyrean deals 1d6 force damage per level. Damage from Imperil ignores all forms of hardness and damage reduction. Anything destroyed by Empyrean is separated into a series of cubes and explosively scattered into the air. If still living, the target splits apart and becomes reduced to numerous, doll-like versions of themselves. This effect is not permanent, and the affected will, with time, return to their original shape. However, should the user wish, they can reassemble the divided person with a simple motion. Casting this spell costs three Intensity Points.
Crushing Palm (Feature): Gained at sixteenth level, this ability augments the physical blows of the crash wizard. Crushing Palm allows the crash wizard to imbue his unarmed attacks with force effects, dealing (1/2 Level)d8 force damage with his unarmed attack.
Defy the Heavens (Spell): This is the final spell within Crash Magic for good reason, and is gained at twentieth level; Resulting in the death of the caster to the point where not even Wish/Miracle could resurrect them, Defy the Heavens is cast by separating every facet of the body into a numerous series of cubes which are then released in a sixty-foot radius. All caught within the radius are dealt 2d8 force damage (+2d8 damage per level), with +25% damage for each size category those caught in the radius is above your own. If still living, the target splits apart and becomes reduced to numerous, doll-like versions of themselves. This effect is not permanent, and the affected will, with time, return to their original shape, requiring a reflex save. (10+Level+CHA Mod)