The power of physical prowess above all, the Muscle Wizard is the ultimate paradox: a magic-user who focuses on physicality.
Grow in strength and smash those fuckers with the Fist spell!
Literally, just cast FIST on everything you come across, then smash them up with an array of attacks from the martial arts table.
Outside of an increasing array of magical powers, the Muscle Wizard also takes full advantage of the homebrew Combination Attack. Note that with GM’s approval this can be swapped out for BESM Combination Attack, official Combined Attack feat, or Tag Team from the wrestling martial arts table.
Hit Dice: d10
Starting Skills: (6 + Str Modifier) x4
Skills: 6 + Str Modifier
Starting Golds: 2d10 x 10
Class Skills: Spellcraft (Favored Ability),Acrobatics (Dex), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Intimidation (Cha), Jump (Str), Knowledge: Arcane (Int), Knowledge: Business (Int), Knowledge: Occult (Int), Perform (Cha), Swim (Str), Use Magic Device (Cha), Powerlifting (Str)
Class basic abilities: Light Armor Proficiency, Small Shield/Buckler Proficiency
NOTE: the Muscle Wizard can ONLY use unarmed attacks, martial arts, or psionic/ki/magic abilities
Prerequisites: any magic-casting capability, BaB: +8, at least 100 Martial Arts proficiency in any martial arts table
Philosophy of Muscle - as the Muscle Wizard now treads the path of peak supernatural physical perfection, they have thoroughly trained in the Philosophy of Muscle.
This confers several tweaks to the character:
· From now on, Ability Score costs outside of Strength and Con are doubled. If you want to put a point in Int, it’ll cost two Ability points.
· On the other hand, Strength/Con-based feats and abilities costs are halved.
· When casting magical effects of any sort, the Muscle Wizard can add their Strength Score instead of any other modifier to spellcraft.
Burn In Heaven - when taking ability score damage, the Muscle Wizard may, instead, direct it to EP.
Tag Team (Chosen Martial Art) - operates like a normal Tag Team (from Wrestling Table) ability, but can be viable with anyone who practices the chosen martial art. This martial art must be declared upon acquiring this version of Tag Team.
Burning Blood - Upon successfully casting a spell, the Muscle Wizard gains an immediate hit point back. Each time they acquire a hit point in such a fashion, they may dispel one poison/toxic magical effect.
Red Meat - Allows the Muscle Wizard to add their Strength Score to counterspell attempts, duels, or negation.
Boiling Blood - Upon taking damage, the Muscle Wizard gains Refresh +1. Each time they are successfully damaged, this Refresh goes up by one more. This does NOT stack with current Refresh sources, and ends at end of combat.
Red Muscle Fiber - While training in hard style martial arts, the Muscle Wizard may add Spellcraft total score to their attempts to learn abilities/feats/techniques from other martial arts tables.
Pink Muscle Fiber - While training in soft style martial arts, the the Muscle Wizard may add Spellcraft total score to their attempts to learn abilities/feats/techniques from other martial arts tables.
Eyes Over Watchdogs - can only be used after the Muscle Wizard has tagged a person (or persons) for Tag Team abilities. Once the Tag Team member drops to 10%, the Muscle Wizard can teleport to them immediately and take an attack that would normally hit the Tag Team member. If the amount of damage would kill the Tag Team member, this will instead heal the Muscle Wizard for both HP and EP. This can be done once per combat per person.
Alternate Form (Full Powered) - the Muscle Wizard gains access to a special alternate form that they can take on after hitting 50%. This Alternate Form can be built out of the Alternate Form attribute (BeSM d20) as if they’ve spent enough points for a Full Powered form. Please consult with your GM during creation.
Black Blood - while in Alternate Form, whenever the Muscle Wizard casts a spell they can regain the same amount in HP as the EP cost.
Jawsmasher - a special feint that allows the Muscle Wizard to switch from casting a spell to launching a physical attack. Can be done once per combat, and doubles the end damage (of unarmed damage) before crit.
Maiden Heaven - Should the Muscle Wizard drop to 10% HP, if they have yet to activate their Alternate Form they can do so now as a free counter-action without provoking AoO. The Alternate Form now has twice as much EP and can add their Spellcraft total to their Str Mod.
Gang Stomp - allows the user to choose one more martial art for Tag Team. They can now use Tag Team with two different people.
Black Knight - gains +1 BaB and +1 Damage each time a Tag Team ally takes damage from any source.
Turn the Skyes - Acts as a Turn ability. Affects any target with the Angelzoom blonus. If the target fails their Will Save, they are immediately Turned and rebuked.
Angelzoom - forces onto a target a blonus that grants the following: “takes double damage from all sources, AC is halved, is considered always flat-footed, and deals only 1/10th of damage output.” Will Save negates this blonus. Can only affect targets of same or lower Elan. Can be performed (Con Mod) times per day.
Big Bad Bruiser - is activated as a standard action, and when activated the user is no longer able to use EP at all. Instead, every time they deal physical damage they also deal an equal amount of unspecified, supernatural damage. This extra damage is supernatural in nature, and overcomes DmR. Can be used once per day, but can be used a second time per day if user has taken 75% damage in a single combat round.
Secret Art: Hand Holding - 500 ep - physically hold hands with another ally that has been marked by Tag Team. While holding hands, neither partner can be dropped below 1 HP or 1 EP. Both members gain bonus DmR (Muscle Wizard’s Str Score + Con Score + ECL), Regen +Con Score, Refresh +Str Score, and gain the Muscle Wizard’s ECL as a To Hit bonus as well as Spellcraft total to damage output before crit.
The ally they’re holding hands with gains access to the Muscle Wizard’s entire store of learned martial arts techniques and abilities, and can perform them as if they meet requirements so long as they’re still holding hands.
Ends at the end of combat or whenever they stop holding hands, whichever happens first. Can only be performed once per week.
Secret Art: Masters of Disaster - allows the user to choose one more martial art for Tag Team. They can now use Tag Team with three different people.
At the cost of all their EP (draining it down to 1) they can bring in a surprise guest tag team partner as their fourth, who gain all the benefits of Tag Team. This fourth member also gains the Muscle Wizard’s “martial arts training points” as a temporary bonus to HP and EP totals. This temporary battery of points lasts until the end of combat.
When the Tag Team members perform their combined special attacks, the special fourth member brought in can immediately perform theirs as an immediate free action, contributing their damage output to the calculations without rolling To Hit.