Gnome Ninja's Revised Specialties


Races & Classes


Hello and welcome to the modestly named Gnome Ninja’s Revised Specialties, version 1.0.1. Below I list what I believe should be the Pathfinder Roleplaying Game’s specialty schools for wizards. I aimed to make the specialist bonuses more general and more useful, and the same goes for the 1st-level powers. I also expanded the 2nd-level powers so that they do not lose their potency after several levels. Finally, I added choice to many of the spell-like abilities, so that a specialist who hits and even level often may choose between two spell-like abilities (this choice cannot be changed later). As normal, the base DCs of these abilities is DC = 10 + spell level + Cha bonus, though you gain a bonus to the DC equal to your Int bonus, as well as any bonus that might apply to the spell-like ability if it were a spell, such as Spell Focus. Enjoy, and please comment, critique, berate or praise.

Abjuration
Specialist Bonus: You gain a +2 deflection bonus to your armor class. This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +6 at 20th level.

1st – Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered around you. All allies in this area receive a +1 deflection bonus to armor class and a +1 resistance bonus to saving throws for one round. Both bonuses increase by +1 for every 5 caster levels you possess.
2nd – shield 1/day per two caster levels you possess. The AC bonus from this spell-like ability increases by +1 for every 5 caster levels you possess, to a maximum of +8 at 20th level.
4th – resist energy 1/day or protection from arrows 1/day.
6th – dispel magic 1/day or nondetection 1/day.
8th – Energy Absorption (Su): You gain an amount of energy absorption equal to 3 times your level per day. Whenever you take energy damage, apply resistance and immunity first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.
10th – stoneskin 3/day or break enchantment 1/day.
12th – globe of invulnerability 1/day or antimagic field 1/day.
14th – spell turning 1/day or banishment 1/day.
16th – protection from spells 1/day or mind blank 1/day.
18th – prismatic sphere 1/day or freedom 1/day.
20th – Choose one energy type upon gaining 20th level. You are immune to damage from that energy type.

Conjuration
Specialist Bonus: Whenever you cast any conjuration spell or spell-like ability with a casting time of a full-round action, it instead takes a standard action to cast.

1st – Weapon Throw (Su): As a standard action, you can unleash a large conjured bolt of metal, wood, or some other simple, non-magical, solid substance, targeting any foe within 30 feet as a ranged touch attack. The bolt deals 1d6 points of damage +1 for every 2 caster levels you possess. The damage type is piercing, slashing or bludgeoning, chosen by the caster when the bolt is unleashed.
2nd – summon monster I 1/day per caster levels you possess. This changes to summon monster II at 5th level, summon monster III at 10th level, summon monster IV at 15th level, and summon monster V at 20th level.
4th – web 1/day or acid arrow 1/day.
6th – stinking cloud 1/day or sleet storm 1/day.
8th – Dimensional Steps (Su): You can teleport up to 30 feet per caster level per day as a standard action. This teleportation can be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring along other willing creatures with you, but you must expend an equal amount of distance for each creature brought with you.
10th – major creation 1/day or teleport 1/day.
12th – wall of iron 1/day or planar binding 1/day.
14th – plane shift[/] 1/day or [I]phase door 1/day.
16th – maze 1/day or incendiary cloud 1/day.
18th – gate 1/day or refuge 1/day.
20th – Summoning Master (Su): Once per day you can cast any summon monster spell that you have prepared, extending its duration to 1 day. Creatures summoned in this way have maximum hit points and a +2 bonus to all ability scores.

Divination
Specialist Bonus: You gain a +4 bonus on initiative checks. This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +8 at 20th level.

1st – Diviner’s Fortune (Su): You can touch a creature as a standard action, giving it an enhancement bonus to a single attack roll, skill check, ability check or saving throw equal to your caster level. This bonus lasts for 3 rounds or until used. Once a creature has benefited from diviner’s fortune, it gains no further benefit from this ability for 1 day.
2nd – true strike 1/day per two caster levels you possess. At 10th level, you may change the range to “touch” and target to “target touched”, though it only bestows half of the normal bonus to attack (+10).
4th – see invisibility 1/day or detect thought 1/day.
6th – tongues 1/day or clairaudience/clairvoyance 1/day.
8th – Scrying Adept (Su): You are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -10 penalty on their save to avoid your scrying attempts.
10th – contact other plane 1/day or arcane eye 3/day.
12th – true seeing 1/day or analyze dweomer 1/day.
14th – greater scrying 1/day or greater arcane sight 1/day.
16th – moment of prescience 1/day or discern location 1/day.
18th – foresight 1/day or greater prying eyes 1/day.
20th – Near Omniscience (Su): You cannot be caught flat-footed. You can cast scrying at will as a spell-like ability, and subjects get a –10 penalty on their save, regardless of how familiar they are with you. In addition, subjects gain no penalty or bonus on their save based on how familiar they are with you. You can even use this ability to scry on areas protected from scrying, although the subjects do not take the –10 penalty on their save to resist.

Enchantment
Specialist Bonus: Deception, Diplomacy and Intimidate are considered wizard class skills for you. You also gain a +2 bonus on Deception, Diplomacy and Intimidate skill checks. This bonus increases by +1 for every 5 caser levels you posses, to a maximum of +6 at 20th level.

1st – Dazing Blast (Su): As a standard action, you can target any foe within 30 feet with a dazing blast as a ranged touch attack. If the attack is successful, this dazing blast dazes the target for one round. This ability has no effect on creatures with more HD than your caster level. Once a creature has been affected by this ability, it is immune to its effects for 1 day.
2nd – charm person 1/day per two caster levels you possess. At 10th level, this changes to charm monster.
4th – touch of idiocy 1/day or hideous laughter 1/day.
6th – heroism 1/day or hold person 1/day.
8th – Aura of Despair (Su): You can emit a 30-foot radius of despair a number of rounds equal to your caster level. Enemies within this area take a -2 penalty on ability checks, attack rolls, damage rolls, saving throws and skill checks. These rounds do not need to be consecutive.
10th – hold monster 1/day or dominate person 1/day.
12th – mass suggestion 1/day or geas/quest 1/day.
14th – insanity 1/day or power word blind 1/day.
16th – power word stun 1/day or irresistible dance 1/day.
18th – power word kill 1/day or mass hold monster 1/day.
20th – Legendary Charm (Su): You can cast dominate monster 1/day as a spell-like ability with a duration or permanent. You can only have one such creature in your service at a time. If you cast this spell again, a creature already under this spell is automatically released.

Evocation
Specialist Bonus: Whenever you cast an evocation spell or spell-like ability that deals damage, it deals +1 damage per caster level, to a maximum of +20 at 20th level. This bonus only applies once to a spell or spell-like ability, not once per missile or ray, though it is applied to the damage against all creatures in the area of an area spell or spell-like ability. This damage is of the same type as the damage normally dealt by the spell.

1st – Energy Ray (Su): As a standard action you can unleash an energy ray targeting any foe within 30 feet as a ranged touch attack. The energy ray deals 1d6 points of damage +1 for every two caster levels you possess. The type of damage dealt is acid, cold, electricity or fire, chosen by the caster when the ray is unleashed. Your specialist bonus does not apply to this ability.
2nd – magic missile 1/day per two caster levels you possess. Unlike normal, the number of missiles produced by this magic missile increases by one every two levels after 9th level, to a maximum of ten missiles at 20th level.
4th – scorching ray 1/day or flaming sphere 1/day.
6th – lightning bolt 1/day or fireball 1/day.
8th – Elemental Wall (Su): You can create a wall of energy that lasts for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.
10th – wall of force 1/day or cone of cold 1/day.
12th – chain lightning 1/day or freezing sphere 1/day.
14th – prismatic sphere 1/day or grasping hand 1/day.
16th – polar ray 1/day or clenched fist 1/day.
18th – meteor swarm 1/day or crushing hand 1/day.
20th – Elemental Power (Su): Creatures affected by your spells only receive ½ of their energy resistance. Creatures with energy immunity are instead treated as if they have resistance 20 to that energy.

Illusion
Specialist Bonus: Any illusion spell or spell-like ability you cast with a duration of concentration lasts an additional 2 rounds after you stop maintaining concentration. You still have full control over the illusion during this time. The number of these bonus rounds increases by 1 for every 5 caster levels you possess, to a maximum of 6 rounds at 20th level.

1st – Blinding Ray (Su): As a standard action you can fire a blinding ray targeting any foe within 30 feet as a ranged touch attack. If the attack is successful, the target is blinded for one round. Creatures with more HD than your caster level are dazzled for 1 round instead.
2nd – silent image 1/day per two caster levels you possess. This changes to minor image at 5th level, major image at 10th level, and persistent image at 20th level.
4th – invisibility 1/day or mirror image 1/day.
6th – displacement 1/day or illusory script 1/day.
8th – Invisibility Field (Su): You can make yourself invisible as a swift action for a number of rounds per day equal to your caster level. These rounds need not be consecutive. This otherwise functions as greater invisibility.
10th – shadow evocation 1/day or mirage arcana 1/day.
12th – mislead 1/day or shadow walk 1/day.
14th – project image 1/day or greater shadow conjuration 1/day.
16th – screen 1/day or scintillating pattern 1/day.
18th – weird 1/day or shades 1/day.
20th – Master of Illusions (Su): You can assume the form of any creature of between one size category smaller and one larger than your size as a standard action. You can make yourself appear to be carrying any sort of gear or clothing as well. You can use this ability to exactly mimic any specific individual you have observed for more than 1 minute in the past day. This illusion fools all five senses and does not radiate magic if checked. true seeing and similar effects reveal that an illusion is present, but do not reveal your identity.

Necromancy
Specialist Bonus: You can control up to 8 HD worth of undead creatures per caster level. If you prepare spells of your opposing schools, excess undead immediately become free-willed and do not return to your control when you regain this bonus. You choose which undead are released from your control.

1st – Grave Fist (Su): As a standard action, you can make a ranged touch attack that deals 1d6 points of negative energy damage +1 for every two caster levels you possess. Creatures damaged by this attack automatically fail all stabilization checks made within 1 minute of being damaged. In addition, if this attack is used against an undead creature, it does not heal it; instead, it caused them to take a –2 penalty on attack rolls and damage rolls for 1 round.
2nd – ray of enfeeblement 1/day per two caster levels you possess. Unlike normal, the Strength penalty induced by this ray of enfeeblement[I] increases by one for every three caster levels you possess beyond 5th, up to a maximum of 1d6 + 10 at 20th level.
4th – [I]false life
1/day or command undead 1/day.
6th – vampiric touch 1/day or ray of exhaustion 1/day.
8th – Animate (Su): You can animate a number of skeletons and zombies per day with a total number of HD equal to your caster level. This ability otherwise functions as animate dead, though you need not supply a material component.
10th – waves of fatigue 1/day or enervation 3/day.
12th – create undead 1/day or eyebite 1/day.
14th – finger of death 1/day or waves of exhaustion 1/day.
16th – horrid wilting 1.day or create greater undead 1/day.
18th – energy drain 1/day or wail of the banshee 1/day.
20th – Deathless (Su): You cease to age and your type changes to undead, granting you all of the benefits and weaknesses associated with the type. You are immune to positive energy damage.

Transmutation
Specialist Bonus: You gain a +1 bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells.

1st – Morphic Shape (Su): As a swift action, you can choose to gain one of the following abilities: two primary claw attacks that deal 1d6 damage, one primary bite attack that deals 1d8 damage, two primary slam attacks that deal 1d6 damage, or a +10 bonus to your base land speed. You can only have one such ability active at one time, but you may change it as often as you like. The attacks deal +1 damage per four caster levels you possess, and the enhancement to speed increases by +5 per four caster levels you possess. In addition, at 10th level, the attacks may overcome damage reduction as though they were magic.
2nd – enlarge person, reduce person, expeditious retreat, jump or feather fall 1/day per two caster levels you possess. You choose one of the above spells at 2nd level, and choose an additional one for every 5 caster levels you possess. When you activate this ability, you choose which of the above spells that you have chosen to use, and then cast the chosen one as a spell-like ability.
4th – spider climb 1/day or bull’s strength 1/day.
6th – haste 1/day or keen edge 1/day.
8th – You can change your shape for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This ability otherwise functions like polymorph.
10th – telekinesis 1/day or baleful polymorph 1/day.
12th – disintegrate 1/day or mage’s transformation 1/day.
14th – ethereal jaunt 1/day or reverse gravity 1/day.
16th – iron body 1/day or polymorph any object 1/day.
18th – time stop 1/day or etherealness 1/day.
20th – Fluid Form (Su): As a swift action, you can gain one of the following abilities: blindsense with a range of 30 feet, burrow with a speed of 30 feet, climb with a speed of 60 feet, darkvision with a range of 120 feet, fly with a speed of 120 feet, gaseous form, or swim with a speed of 60 feet. You can only have one such ability active at one time, but you may change it as often as you like.

Universal
The Universal school is unchanged. it is overall less powerful than the others without the scaling of the 2nd-level ability and no Specialist Bonus, but you need not give up any other schools. It also allows no coices in the spell-like abilities.


Oh, whoops, I want to note a few things, other than the stuff at the top:

Abjuration kind of got Conjuration's specialist bonus, but it's a deflection bonus, which is far better.

Conjuration got a new Specialist Bonus and 1st-level ability, both of which are more general and somewhat better. Also, the 2nd-level ability has ceased to suck, since it scales!

Divination can actually use true strike on the fighters now. That's right kids, it normally is a personal spell. Some of its brokenness also got toned down.

Enchantment actually has the three boosted skills as class skills now. Also, the dazing thing is ranged, so you need not hurt yourself to use it. Also, you get charm monster!

Evocation's Specialist Bonus deals caster level damage, so yay! Also, you can get fireball.

Illusion is largely unchanged, so...

Necromancy need be suicidal to use the 1st-level ability. Also, the first-level ability is negative energy that scares undead. You can also be mostly a "white necromancer" by choosing the right SLAs.

Transmutation now gets an UNNAMED bonus to the ability score, so it stacks with magic items. It also gets a more flavorful and general 1st-level ability, and a very open second-level ability.

Dark Archive

I did the same thing -- love the idea, didn't love the individual bonuses. As well, the suggested bonuses were totally out of wack with each other, varying in power.

I think for Conjuration, giving them a standard action for any summoning is a bit much. I gave them +1 round duration (so a 1st level conjurer is vaguely useful), +1 round per 5 levels.

For Abjuration, I gave them a +1 resistance bonus to all saves, +1 per 5 levels (look! It's a built-in cloak of resistance!)

The others are around in a post of my own ... I could share my ideas, if you are interested...

Scarab Sages

I was totally looking forward to a gnome ninja write-up...

/sad now


I like the ideas here, keep them coming


fray wrote:

I was totally looking forward to a gnome ninja write-up...

/sad now

Sorry to disappoint. :( What didn't you like? Please, constructive criticism would be great!

Archade wrote:

I did the same thing -- love the idea, didn't love the individual bonuses. As well, the suggested bonuses were totally out of wack with each other, varying in power.

I think for Conjuration, giving them a standard action for any summoning is a bit much. I gave them +1 round duration (so a 1st level conjurer is vaguely useful), +1 round per 5 levels.

For Abjuration, I gave them a +1 resistance bonus to all saves, +1 per 5 levels (look! It's a built-in cloak of resistance!)

The others are around in a post of my own ... I could share my ideas, if you are interested...

Some of the powers I stole from Unearthed Arcana's variant specialist powers, like Conjuration's, so I figure they should be balanced. I liked Abjuration's personal shielding thing that I made (basically a transferrance from PRPG's Conj). The only one I'm worried about being underpowered is Transmutation...

Please, share your post!


Not to bad really. I dont think they should get there Int mod to the dc without a feat though

Dark Archive

Gnome Ninja wrote:
Please, share your post!

Sure!

ABJURERS
Specialist Bonus: All abjurers gain a +1 resistance bonus to all saving
throws. This bonus increases by +1 for every five class levels you possess, up to a maximum of +6 at 20th level.
1st Protective Ward (Su): As a standard action, you can grant any one
protective spell effect currently active on yourself to any one ally you
touch for a duration of 1 round.
2nd Shield (Sp): You can cast shield 1/day per 2 caster levels you possess.
3rd Resist Energy (Sp): You can cast resist energy 1/day.
6th Dispel Magic (Sp): You can cast dispel magic 1/day.
8th Abjurant Wards (Su): Any one abjuration spell or spell-like ability the caster can use of up to 3rd level may be used on himself with a
duration of 24 hours.
10th Break Enchantment (Sp): You can cast break enchantment 1/day
12th Globe of Invulnerability (Sp): You can cast globe of invulnerability 1/day.
14th Spell Turning (Sp): You can cast spell turning 1/day
16th Protection From Spells (Sp): You can cast protection from Spells 1/day.
18th Mage’s Disjunction (Sp): You can cast mage’s disjunction 1/day
20th Elemental Immunity (Su): Choose one element upon gaining 20th level. You are immune to damage from that element.

CONJURERS
Specialist Bonus: Any conjuration spell cast is considered to have a total duration of 1 extra round, +1 round per five levels to a maximum of +5 rounds at 20th level.
1st Summon Object (Su): A conjurer can summon any object weighing up
to 1 lb per 2 caster levels to his hand within 30 feet. If the object is
possessed by another, they may make a Will save to negate the effect.
This ability is a conjuration (teleportation) effect.
2nd Summon Monster I (Sp): You can cast summon monster I 1/day per 2
caster levels you possess.
4th Web (Sp): You can cast web 1/day
6th Stinking Cloud (Sp): You can cast stinking cloud 1/day
8th Teleportation Master (Su): Any conjuration (teleportation) spell cast can transport double the number of targets allowed beyond the caster, and can be used offensively to transport a single unwilling creature within 30 feet that fails their Will save.
10th Major Creation (Sp): You can cast major creation 1/day
12th Summon Monster VI (Sp): You can cast summon monster vi 1/day
14th Plane Shift (Sp): You can cast plane shift 1/day
16th Maze (Sp): You can cast maze 1/day
18th Gate (Sp): You can cast gate 1/day
20th Summoning Master (Su): Once per day you can cast any summon
monster spell that you have prepared, extending its duration to 1 day.
Creatures summoned in this way have maximum hit points and gain a
+2 insight bonus on ability checks, attack rolls, saving throws, and skill
checks.
DIVINERS
Specialist Bonus: You gain a +1 insight bonus on Reflex saves and your
Armor Class, plus an additional +1 per five levels, to a maximum of +6
at 20th level.
1st Avoid Dire Peril (Su): A diviner may “take 5” on any attack roll, saving
throw, skill check, or attack roll at any time, whether they are
distracted, threatened, or rushed.
2nd True Strike (Sp): You can cast true strike 1/day per 2 caster levels.
4th See Invisibility (Sp): You can cast see invisibility 1/day.
6th Tongues (Sp): You can cast tongues 1/day.
8th Scrying Adept (Su): You are always aware when you are being
observed via magic, as if you had a permanent detect scrying. In
addition, when you are scrying, treat the subject as one step more
familiar to you, and you do not need the arcane focus or a mirror
costing 1,000 gp, you are able to use a simple mirror or pool of water.
10th Contact Other Plane (Sp): You can cast contact other plane 1/day
12th True Seeing (Sp): You can cast true seeing 1/day
14th Greater Scrying (Sp): You can cast greater scrying 1/day
16th Moment of Prescience (Sp): You can cast moment of prescience 1/day.
18th Foresight (Sp): You can cast foresight 1/day
20th Master of Secrets (Su): You gain the evasion and uncanny dodge
abilities, and cannot be surprised. As well, you can cast scrying at will
and subjects get a -10 penalty on their save, regardless of how familiar
they are to you. You can even use this ability to scry on areas
protected from scrying, although the subjects get a +5 bonus on their
save to resist.

ENCHANTERS
Specialist Bonus: You gain a +1 enhancement bonus on Bluff, Diplomacy,
and Intimidate skill checks. This bonus increases by +1 for every 5
caster levels you possess, up to a maximum of +6 at 20th level.
1st Commanding Voice (Su): If you can succeed in a DC 20 Diplomacy,
Intimidate or Bluff check as a standard action, you can target a single
creature within range to the effects of a command spell. Your target
still receives a Will save against this effect, as the command spell.
2nd Charm Person (Sp): You can cast charm person 1/day per 2 caster
levels you possess.
Curse of the Wyrmling Throne Campaign – Page 27
4th Touch of Idiocy (Sp): You can cast touch of idiocy 1/day
6th Suggestion (Sp): You can cast suggestion 1/day
8th Aura of Enchantment (Su): You can emit a continuous 30-foot aura,
either granting allies a +1 morale bonus, or foes a -1 penalty on all
ability checks, attack rolls, saving throws, and skill checks.
10th Hold Monster (Sp): You can cast hold monster 1/day
12th Mass Suggestion (Sp): You can cast mass suggestion 1/day
14th Insanity (Sp): You can cast insanity 1/day
16th Antipathy (Sp): You can cast antipathy 1/day
18th Power Word Kill (Sp): You can cast power word kill 1/day
20th Legendary Charm (Su): You can cast dominate monster 1/day with a
duration of permanent. You can only have one such creature in your
control at a time. If you cast this spell again, the first creature is
immediately released.

EVOKERS
Specialist Bonus: Whenever you cast an evocation spell that deals damage, it deals +1 point of damage. This bonus only applies once to a spell, not once per missile or ray. The damage is of the same type as the spell. This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +6 at 20th level
1st Force Darts (Su): As a standard action, you can unleash darts of force energy that can target any foe within 30 feet as a ranged touch attack. The force darts deal 1d6 points of damage. Your specialist bonus
applies to this spell.
2nd Magic Missile (Sp): You can cast magic missile 1/day per 2 caster levels you possess.
4th Shatter (Sp): You can cast shatter 1/day
6th Lightning Bolt (Sp): You can cast lightning bolt 1/day
8th Evoker’s Wrath (Su): You can cause any object or creature (even the
caster) within 30 feet that does not exceed Medium size to emit an
energy type of your choice, damaging all who touch it with 1d4 points
of damage per 2 caster levels, but not harming the original object or
creature. Objects targeted that are held by, or are opposing creatures
are allowed a Will save. The effect lasts for as long as the caster
concentrates.
10th Wall of Force (Sp): You can cast wall of force 1/day
12th Chain Lightning (Sp): You can cast chain lightning 1/day
14th Forcecage (Sp): You can cast forcecage 1/day
16th Greater Shout (Sp): You can cast greater shout 1/day
18th Meteor Swarm (Sp): You can cast meteor swarm 1/day
20th Master of the Elements (Su): When dealing damage by an evocation
spell with an energy descriptor, half of the resulting damage is untyped, bypassing most resistances.

ILLUSIONISTS
Specialist Bonus: Any illusion spell you cast with a duration of
“concentration” lasts an additional 2 rounds after you stop maintaining
concentration. This bonus increases by 1 round for every 5 levels you
possess, to a maximum of 6 rounds at 20th level.
1st Misdirection (Su): All Perception checks against the illusionist suffer a -1 check per two caster levels, to a maximum of -10 at 20th level.
2nd Silent Image (Sp): You can cast silent image 1/day per 2 caster levels you possess.
4th Invisibility (Sp): You can cast invisibility 1/day
6th Displacement (Sp): You can cast displacement 1/day
8th Master of Disguises (Su): An illusionist of this level is considered to have a continuous disguise self spell in effect, granting a permanent
+10 to disguise and the ability to change their appearance at will.
10th Shadow Evocation (Sp): You can cast shadow evocation 1/day
12th Mislead (Sp): You can cast mislead 1/day
14th Project Image (Sp): You can cast project image 1/day
16th Screen (Sp): You can cast screen 1/day
18th Weird (Sp): You can cast weird 1/day
20th Shadow Adept (Su): Any shadow spell cast is considered +20% more
real, such as shadow evocation or shadow conjuration.

NECROMANCERS
Specialist Bonus: You can control double the normal HD of undead
creatures (4 HD per caster level). As well, you gain a +5 bonus to
diplomacy checks vs Undead.
1st Fell Magic (Su): Whenever an opponent is damaged by a necromantic
spell cast by yourself, you impose a -2 penalty to Strength that lasts
for 1 minute.
2nd Ray of Enfeeblement (Sp): You can cast ray of enfeeblement 1/day per
2 caster levels you possess.
4th False Life (Sp): You can cast false life 1/day
6th Vampiric Touch (Sp): You can cast vampiric touch 1/day
8th Master’s Call (Su): Necromancers can command undead under their
control as a free action, rather than a standard action.
10th Waves of Fatigue (Sp): You can cast waves of fatigue 1/day
12th Create Undead (Sp): You can cast create undead 1/day
14th Finger of Death (Sp): You can cast finger of death 1/day
16th Horrid Wilting (Sp): You can cast horrid wilting 1/day
18th Energy Drain (Sp): You can cast energy drain 1/day
20th Deathless (Su): You cease to age, and you gain moderate fortification, ignoring 75% of all critical hits and sneak attacks. Furthermore, you become immune to poison, sleep effects, paralysis, stunning, disease, and death effects, and death from massive damage.

TRANSMUTERS
Specialist Bonus: You gain a +1 to Constitution, and a further +1 for
every 5 caster levels, up to a total of +6 to Constitution at 20th level.
1st Animating Aura (Su): As a standard action, a transmuter may animate
a single object, causing it to act as a animated object monster. You
may animate an object of a CR equal to one-half your caster level, and
the duration that the animation lasts is as long as the transmuter
concentrates.
2nd Enlarge Person (Sp): You can cast enlarge person 1/day per 2 caster
levels you possess.
4th Spider Climb (Sp): You can cast spider climb 1/day
6th Haste (Sp): You can cast haste 1/day.
8th Transmuting Touch (Su): Once per day, you can touch an object,
increasing or decreasing its hardness by 1 point per 2 levels of
Transmuter you possess. If you choose, you may change the object to
a material that matches its’ new hardness. This effect lasts for 1
hour/level. If used on a creature, it may be used to gain Damage
Reduction, or reduce Damage Reduction. If used on an unwilling target,
they gain a Fortitude save to negate the effect.
10th Telekinesis (Sp): You can cast telekinesis 1/day
12th Disintegrate (Sp): You can cast disintegrate 1/day
14th Statue (Sp): You can cast statue 1/day
16th Iron Body (Sp): You can cast iron body 1/day
18th Shapechange (Sp): You can cast shapechange 1/day
20th Fluid Form (Su): As a swift action, you can turn yourself into the ooze type, with the traits of blind, blindsight 30 ft, immunity to sleep, poison, paralysis, polymorph and stunning, not subject to flanking or crticial hits, a lack of need to sleep, and the ability to constrict their body to travel through any opening, no matter how small.

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