| Witch's Knight |
I've been talking with my old DM about something similar to this. We were trying to address the (what we feel is a) problem of caster superiority. We had lots of ideas, and one of the ones I liked the best was specialists with limited spell lists and diminished casting. And then I found this thread :) very interested to see where this discussion goes!
| Elghinn Lightbringer |
Have you considered just giving them access to all wizard/sorcerer spells at the appropriate spell level, but listing the exceptions instead, a list of favored spells (that they get earlier access to) ?This will delay or deny them access to most spells after 1st level but keeps the list at least partially auto-updated.
Hm, that's an interesting thought. So, essentially, all of them have acess to all 1st-6th level Sor/Wiz, then their school spells at earlier levls. I looked at the process at which one would gain all spells of his school (1st-9th) at essentially the same class levels a Sor/Wiz would. The formula worked out to this.
Sor/Wiz level to Hybrid Caster Level
0 at 1st
1 at 1st
2/3 to 2nd
4/5 to 3rd
6 to 4th
7 to 5th
8/9 to 6th
I would also give them a free spell known from their list of favored spells at each spell level and maybe give a bonus with those spells, +1 DC and +2 concentration checks with their preferred spells increasing by +1/+2 at level 9 and 17 for example.
Perhaps. Despite these being "Specialist" casters, I'm not looking to give abilities that are across the board for all of them. I want these individualized as much as possible.
Just brainstorming a bit here, I never was fond of limited spell lists in 3.5 and this would allow them to function and blend in with the classic spell casters much more easily. I know it is not how the summoner does things but there is a lot of criticism on that spell list, this will allow you to make more conscious decisions about favored spells.
EDIT: I will go through the spell lists when I have the time, juggling a few things at the moment though.
Once I have my lists more or less finalized, I'm going to run them past my Wiz/Sor spell experts in our Multiclass Productions group to see what they think.
| Elghinn Lightbringer |
I had this same basic idea a few days ago, combat savvy school specialists. But here is the one big thing that I added that was different and might fit in with your idea, Lightbringer.
Somatic Weapons
Each School Specialist is proficient with a martial or exotic light weapon that symbolizes the virtues of their school's magic. The specialist may fight with their somatic weapons in either hand as if they had the Two Weapon Fighting Feat. Additionally, they may make somatic gestures with the weapon in hand by making flourishing gestures and writing runes in the air.
Abjuration/Tonfa: Representing the protective virtues abjuration, tonfas are the somatic weapons of Abjurers.
Conjuration/Kerambit: In regards to their ability to be hidden and then "conjured" by sleight of hand, the kerambit is the somatic weapon of conjurers.
Divination/Butterfly Swords: With wide blades polished like mirrors, the butterfly swords inspire reflective insight for diviners.
Enchantment/Tekko-Kagi (Iron Claw): Just as enchantment spells disarm men of their wits and reason, tekko-kagi disarms them of their weapons.
Evocation/Starknives: In reverence to the bright splendor and ranged deadliness of evocation spells, the starknives are the somatic weapons of evokers.
Illusion/Fighting Fans: Made to baffle the senses, the ever-deceptive fighting fans are the somatic weapons of illusionists.
Necromancy/Quardens: For their virtue in making victims bleed the brutal quadrens are the somatic weapons of necromancers.
Transmutation/Wakizashi: What once began as crude iron has been transformed into the finest steel. Held in high regard for symbolizing transitional refinement, the wakizashi are the somatic weapons of transmuters.Somatic Strike
At (???) level the specialist may combine a somatic gesture and an attack into a single movement. As a full round action they may make a full attack AND cast a spell at a single target. All attacks made are at a...
Great ideas, but not what I'm looking for. Those weapons just do not fit the role or flavor of these guys. These are spellcasters not monk/spellcasters. Not really interested in Somatic Strike either. While I've used a general format/template to create these classes, I'm trying to avoid much that is similar ability wise that span throughout the classes.
| Elghinn Lightbringer |
In the next few days, I'll be posting the rest of the School Classes as they currently sit. Then, I will be making some drastic alterations to them, and I mean drastic, as in chopping the 7 classes down to 4 or so, and refocussing them in their abilities and spell choices to have more depth, versatility, and role, more in line with say a bard or summoner.
I know a number of you are looking forward to seeing the other classes, so I wanted to post them as I originally conceptualized them. They can be used as is or altered as you se fit in your use of them.
The plan is to create a Warlock-esque type evoker/abjurer class, a Beguiler-esque enchanter/illsionist class, a Dread Necromancer-esque necromancy/summoning class, and probably a shifter-esque transmutation/battle-feld control class. That's the plan anyways.
So, watch for the current class postings, and after that, the new revised classes.
| AnnoyingOrange |
In the next few days, I'll be posting the rest of the School Classes as they currently sit. Then, I will be making some drastic alterations to them, and I mean drastic, as in chopping the 7 classes down to 4 or so, and refocussing them in their abilities and spell choices to have more depth, versatility, and role, more in line with say a bard or summoner.
I know a number of you are looking forward to seeing the other classes, so I wanted to post them as I originally conceptualized them. They can be used as is or altered as you se fit in your use of them.
The plan is to create a Warlock-esque type evoker/abjurer class, a Beguiler-esque enchanter/illsionist class, a Dread Necromancer-esque necromancy/summoning class, and probably a shifter-esque transmutation/battle-feld control class. That's the plan anyways.
So, watch for the current class postings, and after that, the new revised classes.
The enchanter/illusionist mix is a natural match, you might be able to borrow quite a bit from the beguiler from 3.5.
Evoker/abjurer seems cool, though admittedly I like to play my abjurer because his magic is understated, evoker is the opposite, still a good match of offensive and defensive combat magic.
Necromancy/Conjurer is cool, still playing a goblin dread necromancer as a player, though not very often. I'd like to see options for less evil alignments in this school mix too though.
Transmuter, is mostly a utility caster to me, not really a school that is easy to tie down, I would like to see a viable battle shifter with arcane magic though it would be better than the synthesist I hope.
Looking forward to seeing your mind at work on these !
| Elghinn Lightbringer |
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Here's the Evoker.
While many wizards and sorcerers strive to build a reputation as a blaster style spellcaster, none possess the sheer power or expertise to obliterate ones enemies than an evoker. This practitioner of the arcane arts gains a true understanding of various arcane energies, and how to manipulate and improve its effectiveness. An evoker gains incredible power as he becomes more proficient with his evocation. But this power comes with a price, for the evoker’s spells and abilities are limited due to his time, narrow focus, and exploration of the nature of evocation magic.
Role: Evokers spend much of their time exploring the arcane arts in search of different ways to blast things into oblivion. Most evokers are hot-heads, relying upon brute arcane power to defeat their foes or bring them to their knees. Although they prefer to act alone, their true power lies in what they can accomplish in conjunction with their allies.
Alignment: Any.
Hit Dice: d8.
Class Skills: The evoker’s class abilities are Acrobatics (Dex), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Lingusitics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiency: The evoker is proficient with all simple weapons. An evoker is not proficient with armor or shields. Armor interferes with an evoker’s gestures, which can cause his spells with somatic components to fail.
Spells: An evoker casts arcane spells drawn from the evoker spell list. An evoker must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the evoker must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an evoker’s spell is 10 + the spell level + the evoker’s Intelligence modifier.
An evoker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Evoker. In addition, he receives bonus spells per day if he has a high Intelligence score.
An evoker may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the evoker decides which spells to prepare.
Cantrips: An evoker can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Evoker under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spellbooks: An evoker must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all evoker can prepare from memory. An evoker begins play with a spellbook containing all 0-level evoker spells plus three spells of his choice. The evoker also selects a number of additional 1st-level evoker spells equal to his Intelligence modifier to add to his spellbook. At each new evoker level, he gains two new evoker spells of any spell level or levels that he can cast (based on his new evoker level) for his spellbook. At any time, an evoker can also add spells found in other spellbooks to his own.
An evoker can learn spells from a wizard’s spellbook, just as a wizard can from an evoker’s spellbook. The spells learned must be on the evoker spell list, as normal. An alchemist can learn formulae from an evoker’s spellbook, if the spells are also on the alchemist spell list. An evoker cannot learn spells from an alchemist.
Arcane Ray (Sp): Starting at 1st level, an evoker chooses one of the following energy types: acid, cold, electricity, fire, or force. Once chosen, this becomes his primary energy type and cannot be changed. The evoker can unleash a ray of this energy as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of his chosen energy type + additional damage equal to the evoker’s Intelligence modifier. The damage of an evoker’s arcane ray increases by 1d6 points at every odd-numbered evoker level. Those hit by the ray can attempt a Reflex save (DC 10 + 1/2 the evoker’s level + the evoker’s Intelligence modifier) for half damage. An evoker can use a number of arcane rays each day equal to the evoker level + his Intelligence modifier.
Intense Evocation (Su): Whenever an evoker casts an evocation spell that deals hit point damage, he adds 1/2 his evoker level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.
Evoker’s Step (Ex): At 2nd level, whenever an evoker uses his arcane ray, casts an evocation spell with a ray effect, or uses an evocation spell trigger item, he can move both before and after using the ray, casting the spell, or triggering the item, as long as the total distance moved is not greater than his speed. In addition, the evoker can choose one creature potentially affected by his arcane ray, evocation spell, or evocation spell trigger item. The evoker’s movement does not provoke attacks of opportunity from that creature only. The evoker must move at least 5 feet before and after using his arcane ray, casting an evocation spell, or using an evocation spell trigger item to utilize this ability.
Lingering Evocation (Su): At 2nd level, any evocation spell that an evoker casts with a duration greater than instantaneous lasts an additional number of rounds equal to 1/2 his evoker’s level (minimum +1).
Versatile Evocation (Su): Starting at 3rd level, whenever an evoker casts an evocation spell that does acid, cold, electricity, fire, or force damage, he can change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. An evoker can use this ability a number of times per day equal to 3 + the evoker’s Intelligence modifier.
Energy Specialization (Su): Starting at 4th level, an evoker becomes specialized in spells of the energy type chosen at 1st level. He gains a +1 bonus on the DC of any spell he casts with that energy type. He also gains energy resistance 5 to that type of energy.
Every four levels thereafter (8th, 12th, and 16th), an evoker becomes further specialized in another type of energy spells. He gains a +1 bonus on the DC when casting a spell with this type of energy and resistance 5 to the same energy type. The DC bonuses and resistance granted by previous energy types increase by +1 and 5 each respectively, up to a maximum of +4 and 20 at 16th level for his primary energy type. For example, when an evoker reaches 8th level, he receives a +1 bonus on the DC of spells and resistance 5 of one energy type and a +2 bonus on the DC of spells and resistance 10 with the energy type selected at 1st level. An evoker also adds this DC bonus to his arcane ray of the appropriate energy type.
Sculpt Evocation (Su): Starting at 6th level, an evoker can modify an evocation area spell by changing the area's shape as a swift action. The evoker can modify the spell to either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. The modified spell works normally in all respects except for its shape. For example, a lightning bolt whose area is changed to a ball deals the same amount of damage, but affects a 20-foot-radius spread.
An evoker can also modify the area and effect of his arcane ray. He can change his arcane ray into a number of missiles that automatically strike his target, as magic missile. The number of missiles the evoker can create is equal to the number of damage die of the ray. Each missile deals 1d6 points of energy damage plus additional damage equal to the evoker’s Intelligence modifier.
At 9th level, an evoker can change the area of his arcane ray into 20-foot-radius burst that deals an amount of energy damage equal to that of his arcane ray. Those caught in the area of the burst receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to that energy type until the end of the evoker’s next turn. This burst effect has a range of 60 feet.
At 12th level, an evoker can change his arcane ray into a wall of energy that lasts for a number of rounds equal to 1/2 his evoker level. This wall deals an amount of energy damage equal to that of his arcane ray. This energy wall otherwise functions like wall of fire.
At 15th level, an evoker can change the area of his arcane ray into a 40-foot cone that deals an amount of energy damage equal to that of his arcane ray. Those caught in the cone receive a Reflex save for half damage.
Split Ray (Su): At 7th level, an evoker can split the effect of one of his arcane rays, affecting another creature that is within 30 feet of the first target to also be targeted by the arcane ray. This second target is affected by the arcane ray as normal, and may make a Reflex save for half damage. This ability does not affect an arcane ray modified by his sculpt evocation ability. An evoker can use this ability a number of times per day equal to his Intelligence modifier.
Energy Manipulation (Su): At 10th level, an evoker can change the energy type of a spell that targets him and transform it into another type of energy, as a move action. The evoker must choose an energy type from acid, cold, electricity, fire, or force, and a second type to transform it into. Any spell of this type with a caster level equal to or less than the evoker’s level that targets him is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than the evoker’s caster level. For example, an evoker could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect does not target the evoker directly but does affect him (like a fireball), only the portions of the spell that affect him are transformed. An evoker can use this ability for a number of rounds per day equal to his evoker level. The rounds do not need to be consecutive.
Split Evocation (Su): At 14th level, when an evoker prepares his spells, he can treat any one of his open spell slots as if it were two spell slots that were two spell levels lower. For example, a 9th-level evoker can split a 5th-level slot into two 3rd-level slots, preparing fireball and lightning bolt in those 3rd-level slots. For all purposes, the two lower-level slots are treated as that lower level (so the split 5th-level slot used for a fireball has a DC as if it were in a normal 3rd-level slot). Splitting a 2nd-level slot lets the evoker prepare two additional cantrips (which he can cast over and over, just like normally prepared cantrips). This ability has no effect on cantrips or 1st–level spells. At 18th level, an evoker can split another spell slot when he prepares his spells. An evoker cannot split a slot that he created by splitting a higher-level slot.
Delayed Evocation (Su): At 18th level, and evoker can place an evocation spell so that it takes effect a number of rounds after he casts it, similar to delayed blast fireball. This delay can be any number of rounds as chosen by the evoker, up to a number of rounds equal to his level. At any point the evoker can end the timer and prevent the delayed spell from taking effect. A delayed evocation spell takes effect immediately if any other creature attempts to touch or move it. The spell takes effect as normal in the square that the evoker has placed it. An evoker cannot have more than one delayed evocation spell in effect at one time. If he creates another delayed evocation spell, the previous spell becomes inert. Dispel magic can neutralize a delayed evocation spell.
Evocation Mastery (Su): At 20th level, whenever an evoker casts a spell with his energy type chosen at 1st level, he may apply any one metamagic feat he has to that spell without affecting its level or casting time. Also, whenever the evoker casts an evocation spell he can roll twice to penetrate a creature's spell resistance and take the better result, while, any dispel checks made against the evoker’s evocation spells must be rolled twice, and the opponent must use the less favorable result. If the evoker has a feat that allows him to apply a set numerical bonus to any aspect of his evocation spells (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), he doubles the bonus granted by that feat when applied to the spell. In addition, the evoker becomes immune to the energy type chosen at 1st level.
EVOKER SPELL LIST
Evokers gain access to the following spells.
0-Level Evoker Spells—acid splash, arcane mark, bleed, daze, detect magic, disrupt undead, flare, light, mage hand, open/close, ray of frost, read magic, spark.
1st-Level Evoker Spells—abundant ammunition, ant haul, burning hands, chill touch, corrosive touch, damp powder, ear-piercing scream, expeditious retreat, fabricate bullets, feather fall, flare burst, floating disk, grease, hydraulic push, icicle dagger, identify, ki arrow, lock gaze, longshot, mage armor, magic missile, magic weapon, protection from chaos/evil/good/law, ray of enfeeblement, reinforce armaments, shock shield, shocking grasp, sleep, snapdragon fireworks, stone fist, true strike, unerring weapon.
2nd-Level Evoker Spells—bear's endurance, bull's strength, burning gaze, campfire wall, chain of perdition, continual flame, darkness, daylight, defensive shock, distracting cacophony, draconic reservoir, elemental aura, elemental touch, fiery shuriken, fire breath, fireball, flaming sphere, force punch, frigid touch, frost fall, gust of wind, hydraulic torrent, lightning bolt, magic siege engine, pain strike, pilfering hand, protective penumbra, ricochet shot, scorching ray, shatter, sound burst, spontaneous immolation, tactical acumen, tiny hut, twilight knife, warding weapon, wind wall.
3rd-Level Evoker Spells—ablative barrier, agonize, arcane sight, ball lightning, call lightning, cone of cold, deeper darkness, detonate, dispel magic, dragon's breath, flash fire, fire shield, fire snake, fly, haste, heroism, ice storm, icy prison, interposing hand, invisibility purge, keen edge, lightning arc, locate weakness, magic weapon (greater), pain strike (mass), pellet blast, protection from energy, rage, resilient sphere, river of wind, searing light, sending, shout, sleet storm, sonic thrust, telekinetic charge, versatile weapon, vitriolic mist, volcanic storm, wall of fire, wall of force, wall of ice, wall of sound, water breathing.
4th-Level Evoker Spells—acid pit, arcane eye, black tentacles, blade barrier, chain lightning, cold ice strike, contagious flame, contingency, crushing despair, daze (mass), deep slumber, dimension door, elemental body I, energy siege shot, fear, firefall, forceful hand, freezing sphere, globe of invulnerability (lesser), imbue with spell ability, leashed shackles, magic siege engine (greater), malfunction, mnemonic enhancer, named bullet, ray of exhaustion, resounding blow, shocking image, sirocco, stone shape, stoneskin, wall of stone.
5th-Level Evoker Spells—acidic spray, blight, break enchantment, call lighting storm, cloudkill, delayed blast fireball, elemental body II, feeblemind, ficklewinds, forcecage, grasping hand, ki shout, mage’s faithful hound, mage’s private sanctum, mage's sword, move earth, overland flight, passwall, permanency, prismatic spray, scouring winds, secret chest, sunbeam, telepathic bond, telekinesis, teleport, transmute mud to rock, transmute rock to mud, vortex, wreath of blades.
6th-Level Evoker Spells—acid fog, battlemind link, clenched fist, crushing hand, disintegrate, dispel magic (greater), elemental body III, energy siege shot (greater), firestorm, flesh to stone, heroism (greater), icy prison (mass), implosion, meteor swarm, polar ray, ride the lightning, shout (greater), stone to flesh, stormbolts, sunburst, telekinetic sphere, true seeing, wall of iron, winds of vengeance.
Table: Evoker
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Arcane ray 1d6, cantrips, intense evocation 3 1 — — — — —
2nd +1 +0 +3 +3 Evoker’s step lingering evocation 4 2 — — — — —
3rd +2 +1 +3 +3 Arcane ray 2d6, versatile evocation 4 3 — — — — —
4th +3 +1 +4 +4 Energy specialization 4 3 1 — — — —
5th +3 +1 +4 +4 Arcane ray 3d6 4 4 2 — — — —
6th +4 +2 +5 +5 Sculpt evocation 5 4 3 — — — —
7th +5 +2 +5 +5 Arcane ray 4d6, split ray 5 4 3 1 — — —
8th +6/+1 +2 +6 +6 Energy specialization 5 5 4 2 — — —
9th +6/+1 +3 +6 +6 Arcane ray 5d6 5 5 4 3 — — —
10th +7/+2 +3 +7 +7 Energy manipulation 5 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Arcane ray 6d6 5 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Energy specialization 5 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Arcane ray 7d6 5 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Split evocation 5 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Arcane ray 8d6 5 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Energy specialization 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Arcane ray 9d6 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Delayed evocation 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Arcane ray 10d6 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Evocation mastery 5 5 5 5 5 5 5
| Elghinn Lightbringer |
I'm affraid I havent come up with a flavor blurp or role description for the rest of these yet.
Alignment: Any.
Hit Dice: d8.
Class Skills: The illusionist’s class abilities are Acrobatics (Dex), Bluff (Cha), Craft (Int), Disguise (Cha), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Knowledge (all) (Int), Lingusitics (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Weapon and Armor Proficiency: The illusionist is proficient with all simple weapons. An illusionist is not proficient with armor or shields. Armor interferes with an illusionist’s gestures, which can cause his spells with somatic components to fail.
Spells: An illusionist casts arcane spells drawn from the illusionist spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, an illusionist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an illusionist’s spell is 10 + the spell level + the illusionist’s Charisma modifier.
An illusionist can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Illusionist. In addition, he receives bonus spells per day if he has a high Charisma.
An illusionist’s selection of spells is extremely limited. An illusionist begins play knowing four 0-level spells and two 1st-level spells of the illusionist’s choice. At each new illusionist level, he gains one or more new spells as indicated on Table: Illusionist Spells Known. (Unlike spells per day, the number of spells an illusionist knows is not affected by his Charisma score. The numbers on Table: Illusionist Spells Known are fixed.)
Upon reaching 5th level, and at every third illusionist level thereafter (8th, 11th, and so on), an illusionist can choose to learn a new spell in place of one he already knows. In effect, the illusionist “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level illusionist spell he can cast. An illusionist may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Cantrips: An illusionist learns a number of cantrips, or 0-level spells, as noted on Table: Illusionist Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
Deceptive Intuition (Ex): An illusionist adds half his level to all Bluff, Escape Artist, and Sleight of Hand skill checks, and to all Perception skill checks made to perceive illusion spells and effects, including detecting invisible creatures or objects. The illusionist can make all Sleight of Hand checks untrained.
Detect Illusion (Sp): At will, an illusionist can use detect magic, as the spell, but only to identify spells and effects of the illusion school. An illusionist can, as a move action, concentrate on a single item, individual, or 5-foot square within 60 feet and learning the number and strength of each figment, glamer, pattern, phantasm, or shadow aura as if having studied it for 3 rounds. While focusing on one individual, object, or 5-foot square the illusionist does not detect illusion in any other object, individual, or square within range.
Illusory Performance: An illusionist is trained to use the Perform or Sleight of Hand skill to create illusory effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st an illlusionist can use illusory performance for 2 additional rounds per day. Each round, the illusionist can produce any one of the types of illusory performances that he has mastered, as indicated by his level.
Starting an illusory performance is a standard action, but it can be maintained each round as a free action. Changing an illusory performance from one effect to another requires the illusionist to stop the previous performance and start a new one as a standard action. An illusory performance cannot be disrupted, but it ends immediately if the illusionist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. An illusionist cannot have more than one illusory performance in effect at one time.
At 7th level, an illusionist can start an illusory performance as a move action instead of a standard action. At 13th level, an illusionist can start an illusory performance as a swift action.
Each illusory performance has audible components, visual components, or both.
If an illusory performance has audible components, the targets must be able to hear the illusionist for the performance to have any effect, and such performances are language dependent. A deaf illusionist has a 20% change to fail when attempting to use an illusory performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to illusory performances with audible components.
If an illusory performance has a visual component, the targets must have line of sight to the illusionist for the performance to have any effect. A blind illusionist has a 50% chance to fail when attempting to use an illusory performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to illusory performances with visual components.
An illusionist can perform any of the following illusory performances.
Clamor (Sp): At 1st level, an illusionist can use his illusory performance to create a volume of sound that rises, recedes, approaches, or remains at a fixed place within 60 feet. The illusionist chooses what type of sound this effect creates when casting it and cannot thereafter change the sound's basic character. This audible clamor can be maintained The volume of sound created depends on the illusionist’s level. He can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise the clamor performance produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears an audible clamor receives a Will save to disbelieve. Clamor can be used to enhance the effectiveness of the figment performance that is within range. Clamor is an illusion (figment) ability that relies on audible components in order to function. This otherwise functions as ghost sound.
Disguise (Sp): At 1st level, an illusionist can use his illusory performance to make himself (or another creature)–including clothing, armor, weapons, and equipment–look different. The illusionist can make the target seem 1 foot shorter or taller, thin, fat, or in between. He cannot change the creature type (although he can appear as another subtype). Otherwise, the extent of the apparent change is up to the illusionist. The illusionist could add or obscure a minor feature or look like an entirely different person or gender. This performance does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of the target or its equipment. If the illusionist uses this performance to create a disguise, he gains a +10 bonus on the Disguise check. A creature that interacts with the glamer effect receives a Will save to recognize it as an illusion. At 3rd level and every three levels an illusionist has attained beyond 3rd, he can target one additional creature within 30 feet with this ability. Disguise is an illusion (glamer) ability that relies on visual components in order to function. This otherwise functions as disguise self.
Figment (Sp): At 1st level, an illusionist can use his illusory performance to create the visual illusion of an object, creature, or force, as visualized by him. A figment can be created within 100 feet of the illusionist + 25 feet per level of the illusionist. The size of this illusionary effect cannot exceed an area equal to four 10-foot cubes plus one 10-foot cube per level of the illusionist. This illusion does not create sound, smell, texture, or temperature. The illusionist can move the figment within the limits of the size of the effect. Each creature that views the figment effect receives a Will save (DC 10 + 1/2 the illusionist’s level + the illusionist’s Charisma modifier) to disbelieve the illusion. If a creature’s saving throw succeeds, the illusionist cannot use figment on that creature again for 24 hours. Figment can be used to enhance the effectiveness of the clamor performance. Figment is an illusion (figment) ability that relies on visual components in order to function. This otherwise functions as silent image.
Vanishing Escape (Su): At 3rd level, an illusionist can use his illusory performance to suddenly disappear and reappear somewhere else a moment later. As an immediate action, an illusionist can vanish and teleport up to 10 feet to a space that he can see. This space must be inside the reach of the creature that attacked the illusionist. The illusionist remains invisible until the beginning of his next turn, unless additional rounds of his performance are expended to maintain his invisibility. The illusionist can only remain invisible for up to five rounds, regardless of his extended illusions ability. Vanishing escape is an illusion (glamer) ability that relies on visual components.
Minor Image (Sp): At 5th level, an illusionist can incorporate some minor sounds but not understandable speech into his figment performance. The figment now persists for 2 additional rounds once the illusionist has stopped expending rounds of performance to maintain it. Minor image is an illusion (figment) ability that relies on audible and visual components, and otherwise functions as minor image.
Major Image (Sp): At 9th level, an illusionist can include sound, smell, and thermal illusions into his figment performance. While concentrating, the illusionist can move the illusion anywhere within the range. The illusion disappears when struck by an opponent unless the illusionist causes the illusion to react appropriately. Major illusion is an illusion (figment) ability that relies on audible and visual components. This otherwise functions as major image.
Hallucinatory Terrain (Sp): At 12th level, an illusionist can use his illusory performance to make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance. Using this ability does not disrupt the figment effect, but it does require a standard action and an additional round of performance to activate (in addition to the free action to continue the figment effect), and is maintained as part of the figment performance. Hallucinatory terrain is an illusion (glamer) ability that relies on audible and visual components, and otherwise functions as hallucinatory terrain.
Persistent Image (Sp): At 14th level, an illusionist can include visual, auditory, olfactory, and thermal components into his figment performance and the figment follows a script as determined by the illusionist. The figment follows that script without the illusionist having to maintain it. The illusion can include intelligible speech if the illusion wishes. The figment persists for an additional number of rounds equal to the illusionist’s level once he has stopped maintaining the figment. Persistent image is an illusion (figment) ability that relies on audible and visual components, and otherwise functions as persistent image.
Programmed Illusion (Sp): At 15th level, an illusionist can program his figment performance to activate when a specific condition occurs. The illusion includes visual, auditory, olfactory, and thermal elements, including intelligible speech. The illusionist can set the triggering condition (which may be a special word) when programming the performance. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. See magic mouth for more details about such triggers. The illusionist must expend at least 4 rounds of performance to program the illusion and remains for 1 minute per level of the illusionist. Programmed image is an illusion (figment) ability that relies on audible and visual components, and otherwise functions as programmed image.
Deadly Image (Su): At 18th level, an illusionist can expend six rounds of his illusory performance to create a phantasmal image of the most fearsome creature imaginable to the target simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the target can see and hear the image in vivid detail, while the illusionist can see only a vague shape. The target immediately receives a Will save (DC 10 + 1/2 the illusionist’s level + the illusionist’s Charisma modifier) to recognize the image as unreal, at which time the effect is negated. If that save fails, the image touches the target and the target must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the target takes 3d6 points of damage. The illusionist cannot use deadly image on that creature again for 24 hours. Deadly image is an illusion (phantasm), fear, mind-affecting ability that relies on audible and visual components. Unlike phantasmal killer, even if the target succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the beast cannot be turned upon the illusionist. This otherwise functions as phantasmal killer.
Extended Illusions (Su): At 2nd level, any illusion spell cast by the illusionist with a duration of “concentration” (but not his illusory performances) lasts a number of additional rounds equal to 1/2 his illusionist level after he stops maintaining concentration (minimum +1 round).
Illusionist’s Evasion (Ex): At 2nd level, an illusionist’s talent for perceiving illusions allows him to avoid magical and physical attacks created by illusionary magic. The illusionist is granted an immediate Will saving throw against any illusionary attack, such as the claws of an illusionary dragon or a spellcasting wizard, or any illusion spell like shadow conjuration that grants a Will save to disbelieve the effect. If the saving throw succeeds, the illusionist takes no damage. If the saving throw fails, the illusionist only takes half damage. This ability functions only while the illusionist is conscious, not if he is unconscious or dead.
Elusive Dodge (Ex): Starting at 3rd level, an illusionist gains a +1 dodge bonus to AC while wearing no armor. Anything that causes the illusionist to lose his Dexterity bonus to AC also causes the illusionist to lose this dodge bonus. This bonus increases by +1 for every five levels beyond 3rd level (to a maximum of +4 at 18th level).
Insightful Prestige (Ex): At 4th level, an illusionist becomes resistant to the illusory performance of others and to illusionary effects in general. The illusionist gains a +4 bonus on saving throws made against illusionary performance, and on Will saves against all illusion spells and effects, including those described in the Illusionist’s Evasion ability.
Invisibility Field (Sp): At 6th level, an illusionist can make himself invisible as a swift action for a number of rounds per day equal to his illusionist level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.
Prestigious Step (Su): At 7th level, an illusionist can use dimension door (as the spell) once per day as a move action. When the illusionist disappears, he leaves behind a cloud of harmless gray smoke, appearing in a similar fashion at his destination anywhere within the range of the spell. This ability has caster level equal to the illusionist’s level.
Master’s Illusion (Sp): At 8th level, an illusionist can create an illusion that hides his appearance and any number of allies within 30 feet for 1 round per illusionist level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 the illusionist’s level + the illusionist’s Charisma modifier. The rounds do not need to be consecutive.
Grand Illusion (Su): At 20th level, an illusionist can create a grand illusion, once per day. This illusion, whether a spell or an illusory performance, can be maintained for a 24 hour period or a number of hours equal to the illusionist’s Charisma modifier, whichever is shorter. If the spell has a longer duration, this ability has no effect. The illusionist can also make one illusion spell with a duration of “concentration” become permanent. He can have no more than one illusion made permanent in this way at one time. If the illusionist designates another illusion as permanent, the previous permanent illusion ends. In addition, the illusionist can use weird as the spell, once per day, using his level as the caster level.
ILLUSIONIST SPELL LIST
Illusionists gain access to the following spells.
0-Level Illusionist Spells—arcane mark, dancing lights, daze, detect magic, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, read magic, resistance.
1st-Level Illusionist Spells—adjuring step, alarm, animate rope, bungle, charm person, color spray, corrosive touch, disguise self, endure elements, enlarge person, erase, expeditious retreat, feather fall, grease, hold portal, hypnotism, identify, illusion of calm, mage armor, magic aura, mask dweomer, negative reaction, obscuring mist, reduce person, shadow weapon, shield, shocking grasp, silent image, sleep, snapdragon fireworks, summon minor monster, unseen servant, vanish, ventriloquism, vocal alteration.
2nd-Level Illusionist Spells—alter self, arcane lock, blur, cat's grace, darkness, darkvision, defensive shock, detect thoughts, disguise other, displacement, false life, ghostly disguise, glitterdust, gust of wind, haunting mists, hideous laughter, hypnotic pattern, illusory script, invisibility sphere, invisibility, knock, levitate, loathsome veil, mad hallucination, magic mouth, major image, mask dweomer (communal), minor image, mirror image, misdirection, phantom trap, pilfering hand, pyrotechnics, silence, spider climb, steal voice, symbol of mirroring, vision of hell, whispering wind.
3rd-Level Illusionist Spells—arcane sight, blink, daylight, deep slumber, dispel magic, dream, explosive runes, false vision, fly, force punch, gaseous form, hallucinatory terrain, haste, healing thief, hold person, illusory wall, invisibility (greater), mirage arcana, nightmare, nondetection, pain strike, persistent image, phantasmal killer, phantasmal web, phantom driver, phantom steed, protection from energy, rainbow pattern, sands of time, seeming, shadow conjuration, shadow evocation, shadow step, shocking image, shrink item, simulacrum (lesser), slow, stinking cloud, suggestion, symbol of striking, tongues, twilight knife, wandering star motes, water breathing.
4th-Level Illusionist Spells—arcane eye, charm monster, confusion, curse of magic negation, darkvision (greater), daze (mass), detect scrying, dimension door, enlarge person (mass), false life (greater), fear, fire shield, minor creation, mislead, mnemonic enhancer, permanent image, phantom chariot, programmed image, reduce person (mass), resilient sphere, secure shelter, shadow projection, shadow walk, solid fog, stone shape, stoneskin, symbol of slowing, telekinetic charge, unwilling shield, veil, vitriolic mist, wall of fire, wall of ice, zone of silence.
5th-Level Illusionist Spells—astral projection (lesser), break enchantment, cloudkill, dismissal, dominate person, echolocation, fabricate, fire snake, hold monster, interposing hand, invisibility (mass), lunar veil, mage's private sanctum, major creation, mind fog, passwall, permanency, phantasmal revenge, planar binding (lesser), polymorph, project image, prying eyes, secret chest, shadow conjuration (greater), simulacrum, symbol of sleep, telekinesis, telepathic bond, teleport, wall of force.
6th-Level Illusionist Spells—analyze dweomer, antimagic field, contingency, disintegrate, dispel magic (greater), eyebite, forceful hand, getaway, legend lore, mage's lucubration, move earth, planar binding, repulsion, scintillating pattern, screen, serenity, shades, shadow evocation (greater), suggestion (mass), true seeing, wall of iron, weird.
Table: Illusionist
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Cantrips, clamor, deceptive intuition, detect illusion, 3 1 — — — — —
disguise, figment, illusory performance
2nd +1 +0 +3 +3 Extend illusions, illusionist’s evasion 4 2 — — — — —
3rd +2 +1 +3 +3 Elusive dodge, vanishing escape 4 3 — — — — —
4th +3 +1 +4 +4 Insightful prestige 4 3 1 — — — —
5th +3 +1 +4 +4 Minor image 4 4 2 — — — —
6th +4 +2 +5 +5 Invisibility field 5 4 3 — — — —
7th +5 +2 +5 +5 Prestigious step 5 4 3 1 — — —
8th +6/+1 +2 +6 +6 Master’s of illusion 5 5 4 2 — — —
9th +6/+1 +3 +6 +6 Major image 5 5 4 3 — — —
10th +7/+2 +3 +7 +7 5 5 4 3 1 — —
11th +8/+3 +3 +7 +7 5 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Hallucinatory terrain 5 5 5 4 3 — —
13th +9/+4 +4 +8 +8 5 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Persistent image 5 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Programmed image 5 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Deadly image 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Grand illusion 5 5 5 5 5 5 5
| Elghinn Lightbringer |
Alignment: Any nongood.
Hit Dice: d8.
Class Skills: The necromancer’s class abilities are Bluff (Cha), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Lingusitics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiency: The necromancer is proficient with all simple weapons. A necromancer is not proficient with armor or shields. Armor interferes with a necromancer’s gestures, which can cause his spells with somatic components to fail.
Spells: A necromancer casts arcane spells drawn from the necromancer spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, a necromancer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a necromancer’s spell is 10 + the spell level + the necromancer’s Charisma modifier.
A necromancer can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Necromancer. In addition, he receives bonus spells per day if he has a high Charisma.
A necromancer’s selection of spells is extremely limited. A necromancer begins play knowing four 0-level spells and two 1st-level spells of the necromancer’s choice. At each new necromancer level, he gains one or more new spells as indicated on Table: Necromancer Spells Known. (Unlike spells per day, the number of spells a necromancer knows is not affected by his Charisma score. The numbers on Table: Necromancer Spells Known are fixed.)
Upon reaching 5th level, and at every third necromancer level thereafter (8th, 11th, and so on), a necromancer can choose to learn a new spell in place of one he already knows. In effect, the necromancer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level necromancer spell he can cast. A necromancer may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Cantrips: A necromancer learns a number of cantrips, or 0-level spells, as noted on Table: Necromancer Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
Charnel Ray (Su): Starting at 1st level, a necromancer can unleash a ray of negative energy, targeting any foe within 30 feet as a ranged touch attack. This energy can be used to deal damage to living creatures or to heal undead creatures. Charnel ray has a range of 30 feet. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two necromancer levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the necromancer’s level + the necromancer’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A necromancer can use charnel ray a number of times per day equal to 3 + his Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A necromancer can choose to target himself with this effect.
Necromancer’s Rite: A necromancer adds half his level to all Knowledge skill checks and Heal skill checks, including those made to torture* a living creature with physical or mental anguish. The necromancer can make all Knowledge (religion) skill checks untrained. (*Villains: Rebirth. Copyright 2003, Bastion Press, Inc. Author: James Jacobs)
Power Over Undead: At 1st level, a necromancer gains Command Undead as a bonus feat. A necromancer can take other feats to add to his charnel ray ability, such as Extra Channel and Improved Channel, but not feats that alter the charnel ray ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 the necromancer’s level + the necromancer’s Charisma modifier.
Undead Familiar (Su): A necromancer gains a familiar as a wizard equal to his level, except that the familiar gains the skeleton or zombie template as chosen by the necromancer at 1st level. This otherwise functions the familiar ability described in the wizard’s Arcane Bond.
Mental Bastion: Starting at 2nd level, a necromancer gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, or disease. This bonus increases to +4 at 12th level.
Necromantic Fortitude (Su): At 2nd level, a necromancer taps into his charnel energies to bolster his health. Starting with the hit points he gained at his first necromancer level and every time he gains a necromancer level thereafter, he adds either his Constitution bonus or his Charisma bonus to the number of new hit points he gains for that level.
Death's Gift (Su): At 3rd level, a necromancer gains resist cold 5 and damage reduction 5/— against nonlethal damage. At 9th level, the necromancer’s resistance to cold increases to 10 and his damage reduction increases to 10/— against nonlethal damage.
Siphon Soul (Su): Starting at 4th level, a necromancer can draw forth the ebbing life force of a creature to fuel his own power. As a standard action, the necromancer can make a melee touch attack against a creature that has –1 or fewer hit points. The subject must make a successful Will save (DC 10 + 1/2 the necromancer’s level + the necromancer’s Charisma modifier). If the subject fails this save, it dies, the necromancer gains 1d8 temporary hit points, and the necromancer’s effective caster level goes up by +1, improving spell effects dependent on caster level. This increase in effective caster level does not grant the necromancer access to more spells. These effects last for 10 minutes per HD of the subject creature.
Soul Pool (Su): At 4th level, a necromancer gains a reservoir of soul energy that he can draw upon to accomplish unnatural deeds. The number of soul points in the necromancer’s pool begins at 0 and only increases when the necromancer uses his siphon soul ability on a suitable target. The necromancer gains 1 soul point for every 5 hit points the necromancer gains or heals with his siphon life ability. The maximum number of soul points a necromancer can have in his pool is equal to 1/2 his necromancer level plus his Charisma modifier; any points above this are wasted. Note that soul points are fragments of souls and do not prevent a slain creature from being raised. A necromancer can use soul points for the following:
Item Creation: A necromancer can use soul points as part of crafting magic items. By expending 1 soul point, the necromancer is considered to have the appropriate item creation feat to create a single magic item of his choice. The necromancer cannot expend additional soul points for this purpose until the current item is completed.
Recharge Staff: This works like recharging a staff in the normal manner, but instead of spell slots, the necromancer expends soul points equal to the spell level needed.
Recover Spell Slot: As a full-round action, a necromancer can expend soul points equal to twice the spell level of a used spell slot in order to regain that slot as if it had not been cast (similar to using a pearl of power, except it also works for spontaneous casters).
Replace Familiar: A necromancer can replace his slain familiar at any time by spending 1 hour and 10 soul points in a specialized ritual.
Undead Form (Su): Starting at 6th level, a necromancer can focus his charnel energies to assume the form of an undead creature. As a standard action, a necromancer’s body transforms into a Medium corporeal creature of the undead type. He can assume this form a number of minutes per day equal to his necromancer level. These minutes do not need to be consecutive, but must be spent in 1–minute increment. The necromancer gains a bite attack (1d4), two claw attacks (1d6), darkvision 60 feet, low-light vision, scent, +2 Str bonus, and a +2 natural armor bonus.
Every four levels after 6th, the power of this ability increases. New abilities are cumulative with those previously gained, while those that are greater than similar abilities previously attained supersede them. While assuming this form, the necromancer is considered to be a creature of the undead type.
At 10th level, the necromancer gains +2 Cha, DR 5/bludgeoning, cold resistance 5, channel resistance +2, and +4 bonus on saves vs. mind-affecting effects, disease, poison, sleep, and stunning.
At 14th level, the necromancer gains +2 Str, DR 5/bludgeoning and magic, cold resistance 10, and a +8 bonus on saves vs. mind-affecting effects, disease, poison, sleep, and stunning.
At 18th level, the necromancer gains +2 Int, DR 10/bludgeoning and magic, channel resistance +4, cold resistance 20, and a +12 bonus on saves vs. mind-affecting effects, disease, poison, sleep, and stunning.
Inspired Necromancy (Ex): At 8th level, a necromancer that channels negative energy adds twice his level when determining the maximum number of Hit Dice of undead he can control with the Control Undead feat, and spells like animate dead. This ability does not factor into how many undead the necromancer can create. Thus, a 10th level necromancer would be able to control 20 Hit Dice worth of undead with animate dead or the Control Undead feat.
Master of Death (Su): At 20th level, a necromancer becomes a true master of death by undergoing a complete transformation into a creature of the undead type. His type changes to undead and he gains all the traits of that type. All abilities granted by the necromancer’s undead form become permanent, and he gains +2 Cha, channel resistance +6, and immunity to cold. In addition, undead cannot add their channel resistance to the save against the necromancer’s Command Undead.
NECROMANCER SPELL LIST
Necromancers gain access to the following spells.
0-Level Necromancer Spells—arcane mark, bleed, daze, detect magic, detect poison, disrupt undead, ghost sound, haunted fey aspect, mage hand, open/close, ray of frost, read magic, resistance, touch of fatigue.
1st-Level Necromancer Spells—adjuring step, cause fear, chill touch, comprehend languages, corrosive touch, deathwatch, decompose corpse, detect undead, disguise self, doom, ear-piercing scream, endure elements, expeditious retreat, feather fall, forced quiet, identify, interrogation, lock gaze, mage armor, obscuring mist, protection from chaos/evil/law, ray of enfeeblement, ray of sickening, restful sleep, restore corpse, sculpt corpse, see alignment, shadow weapon, shield, sleep, summon monster I*, touch of gracelessness, vocal alteration.
2nd-Level Necromancer Spells—accelerate poison, animate dead (lesser), blindness/deafness, blood transcription, brow gasher, burning gaze, command undead, darkness, darkvision, death knell, disfiguring touch, eldritch fever, false life, fester, frigid touch, gentle repose, ghostly disguise, ghoul touch, halt undead, haunting mists, healing thief, howling agony, inflict light wounds, ki leech, marionette possession, pernicious poison, pox pustules, ray of exhaustion, resist energy, sands of time, scare, shared sacrifice, skinsend, spectral hand, steal voice, summon monster II*, summon swarm, touch of idiocy, toxic gift, twisted space, unshakable chill, vampiric touch.
3rd-Level Necromancer Spells—absorb toxicity, animate dead, arcane sight, ash storm, astral projection (lesser), bestow curse, blight, blood biography, chain of perdition, contagion, countless eyes, deep slumber, dispel magic, draconic reservoir, enervation, eruptive pustules, excruciating deformation, false life (greater), familiar melding, fear, fungal infestation, gaseous form, hostile levitation, inflict moderate wounds, lightning bolt, loathsome veil, locate weakness, magic circle against chaos/evil/law, magic jar, pain strike, plague carrier, possess object, protection from energy, resinous skin, shadow projection, speak with dead, strangling hair, suffocation, suggestion, summon monster III*, summoner conduit, symbol of pain, touch injection, twilight knife, undead anatomy I, venom bolt, vision of hell, waves of fatigue.
4th-Level Necromancer Spells—acid pit, agonize, black tentacles, bloody claws, calcific touch, circle of death, confusion, contagion (greater), control summoned creature, create undead, crushing despair, curse (major), curse of magic negation, darkvision (greater), daze (mass), death ward, detonate, eyebite, fester (mass), fleshworm infestation, inflict serious wounds, interrogation (greater), malicious spite, phantasmal killer, poison, remove curse, stoneskin, summon monster IV*, symbol of fear, touch of slime, undead anatomy II, undeath to death, vermin shape I, vitriolic mist.
5th-Level Necromancer Spells—baleful polymorph, break enchantment, cloudkill, cone of cold, contact other plane, control undead, corrosive consumption, curse of disgust, dismissal, dominate person, epidemic, feeblemind, finger of death, hungry pit, inflict critical wounds, nightmare, pain strike (mass), permanency, plague storm, planar binding (lesser), prying eyes, summon monster V*, symbol of striking, symbol of weakness, teleport, temporary resurrection, undead anatomy III, vermin shape II, wall of force, waves of exhaustion.
6th-Level Necromancer Spells—acid fog, astral projection, chain lightning, clone, cold ice strike, conjure black pudding, create greater undead, cursed earth, dispel magic (greater), energy drain, freezing sphere, harm, horrid wilting, orb of the void, repulsion, shadow walk, soul bind, suffocation (mass), summon monster VI*, symbol of death, transmute blood to acid, true seeing, undead anatomy IV, vengeful outrage, wail of the banshee.
*(All creatures summoned by this spell gain either the Skeleton or Zombie template).
Table: Necromancer
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Charnel ray 1d6, necromancer’s rite, 3 1 — — — — —
power over undead, undead familiar
2nd +1 +3 +0 +3 Mental bastion necromantic fortitude 4 2 — — — — —
3rd +2 +3 +1 +3 Charnel ray 2d6, death’s gift 4 3 — — — — —
4th +3 +4 +1 +4 Siphon soul, soul pool 4 3 1 — — — —
5th +3 +4 +1 +4 Charnel ray 3d6 4 4 2 — — — —
6th +4 +5 +2 +5 Undead form I 5 4 3 — — — —
7th +5 +5 +2 +5 Charnel ray 4d6 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Inspired necromancy 5 5 4 2 — — —
9th +6/+1 +6 +3 +6 Charnel ray 5d6 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Undead form II 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Charnel ray 6d6 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Charnel ray 7d6 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Undead form III 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Charnel ray 8d6 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Charnel ray 9d6 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Undead form IV 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Charnel ray 10d6 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Master of death 5 5 5 5 5 5 5
| Elghinn Lightbringer |
Alignment: Any.
Hit Dice: d8.
Class Skills: The transmuter’s class abilities are Acrobatics (Dex), Craft (Int), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Lingusitics (Int), Profession (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Weapon and Armor Proficiency: The transmuter is proficient with all simple weapons. A transmuter is not proficient with armor or with shields. Armor interferes with a necromancer’s gestures, which can cause his spells with somatic components to fail.
Spells: A transmuter casts arcane spells drawn from the transmuter spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, a transmuter must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a transmuter’s spell is 10 + the spell level + the transmuter’s Charisma modifier.
A transmuter can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Transmuter. In addition, he receives bonus spells per day if he has a high Charisma.
A transmuter’s selection of spells is extremely limited. A transmuter begins play knowing four 0-level spells and two 1st-level spells of the transmuter’s choice. At each new transmuter level, he gains one or more new spells as indicated on Table: Transmuter Spells Known. (Unlike spells per day, the number of spells a transmuter knows is not affected by his Charisma score. The numbers on Table: Transmuter Spells Known are fixed.)
Upon reaching 5th level, and at every third transmuter level thereafter (8th, 11th, and so on), a transmuter can choose to learn a new spell in place of one he already knows. In effect, the transmuter “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level transmuter spell he can cast. A transmuter may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Cantrips: A transmuter learns a number of cantrips, or 0-level spells, as noted on Table: Transmuter Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
Change Self (Sp): At 1st level, the transmuter can cast disguise self as a spell-like ability a number of times per day equal to 3 + his Charisma, except that these changes are true physical transmutations not illusions, allowing him to change the color of his features (eyes, hair, skin, etc.), his stature (up to 1 foot shorter or taller), his mass (increasing or decreasing his weight up to 50%), or the style and appearance of his clothes, armor, weapons, and equipment.
Transmuter’s Touch (Sp): A transmuter can cast mending at will, using his transmuter level as the caster level to repair damaged objects. In addition, the transmuter can cause damage to objects and construct creatures by altering their molecular composition with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two levels the transmuter possesses. This attack bypasses an amount of damage reduction and hardness equal to the transmuter’s level. The transmuter can use this ability a number of times per day equal to 3 + the transmuter’s Charisma modifier.
Augment (Sp): Starting at 2nd level, a transmuter can, as a standard action, touch a creature and grant it either a +2 enhancement bonus to a single ability score of his choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five levels the transmuter possesses, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 the transmuter’s level (minimum 1 round). The transmuter can use this ability a number of times per day equal to 3 + the transmuter’s Charisma modifier.
Transmuter’s Step (Sp): At 2nd level, a transmuter can increases his base land speed by 30 feet for a number of minutes per day equal to his transmuter level. These minutes do not need to be consecutive, but must be spent in 1–minute increments. This is considered an enhancement that requires a standard action.
Metamorphic Defense (Ex): Starting at 3rd level, a transmuter gains a +2 resistance bonus on saving throws when subject to transmutation spells and effects against his will, such as baneful polymorph or stone to flesh. At 9th level, this bonus increases to +4.
Wood Shape (Sp): At 3rd level, a transmuter can use wood shape as a spell-like ability to form one existing piece of wood into any shape that suits his purpose, once per day. While it is possible to make crude coffers, doors, and so forth, fine detail isn't possible. There is a 30% chance that any shape that includes moving parts simply doesn't work. At 7th level, fine detail is now possible, and the chance that any shape including moving parts doesn't work is reduced to 10%. At 11th level, a transmuter can use this ability twice per day.
Change Shape (Su): At 4th level, a transmuter gains the ability to turn himself into any Small or Medium humanoid and back again once per day. His options for new forms include all creatures with the humanoid type. This ability functions like the alter self spell, except as noted here. The effect lasts for 1 hour per transmuter level, or until he changes back. Changing form (to humanoid or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of a humanoid the transmuter is familiar with.
A transmuter can continue to use any of his other abilities while in humanoid form because he is not limited in his gestures or actions like nonhumanoid creature can be. However, he is limited to the languages he knows, and can only communicate normally with creatures of the form he assumes if he knows their language.
A transmuter can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a transmuter can use change shape at will. As a transmuter gains in levels, this ability allows the transmuter to take on the form of larger and smaller humanoids, monstrous humanoids, and even giants. Each form expends one daily usage of this ability, regardless of the form taken.
At 6th level, a transmuter can use change shape to change into a Small or Medium monstrous humanoid. When taking the form of a monstrous humanoid, a transmuter's change shape now functions as monstrous physique I.
At 8th level, a transmuter can use change shape to change into a Tiny or Large monstrous humanoid. When taking the form of a monstrous humanoid, the transmuter's change shape now functions as monstrous physique II.
At 10th level, a transmuter can use change shape to change into a Large giant or a Huge or Diminutive monstrous humanoid creature. When taking the form of a giant, the transmuter's change shape now functions as giant form I. When taking the form of a monstrous humanoid, the transmuter's change shape now functions as monstrous physique III.
At 12th level, a transmuter can use change shape to change into a Huge giant. When taking the form of a giant, the transmuter's change shape now functions as giant form II.
Lighten Self (Su): At 5th level, a transmuter can decreases his weight by half, including all things upon his person (including armor and equipment) for a number of minutes equal to his transmuter level once per day. This improves the armor check penalty of his armor by 1, though it does not change the armor’s categorization as light, medium, or heavy. In addition, while this ability is in effect, the transmuter takes no damage from falls (as if from feather fall). If the effect expires while the transmuter is still in the air he falls the remaining distance as normal.
Stone Shape (Sp): At 7th level, the transmuter can use shape stone as a spell-like ability to form an existing piece of stone into any shape that suits his purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work. At 11th level, fine detail is now possible, and the chance that any shape including moving parts doesn't work is reduced to 10%.
Transformation (Sp): Starting at 9th level, a transmuter can undergo a physical change that grants him abilities similar the transformation spell for a number of rounds per day equal to his transmuter level. These rounds do not need to be consecutive.
While this ability is in effect, the transmuter becomes stronger, tougher, faster, and more skilled in combat. The transmuter gains a +1 enhancement bonus to Strength, Dexterity, and Constitution, a +1 natural armor bonus to AC, a +1 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. His base attack bonus equals his character level (which may give you multiple attacks). Furthermore, the transmuter loses his spellcasting ability, including his ability to use spell activation or spell completion magic items, just as if the spells were no longer on his class list. For every three levels beyond 9th, these bonuses increase by +1, to a maximum of +4 at 18th level. This ability cannot be used in conjunction with the Augment or Change Shape abilities.
Metal Shape (Sp): At 11th level, the transmuter can shape metal as a spell-like ability once per day. This ability only affects metal but otherwise functions as the shape stone spell. He can form an existing piece of metal into any shape that suits his purpose. While it's possible to make crude coffers, doors, and so forth with metal shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work. At 15th level, fine detail is now possible, and the chance that any shape including moving parts doesn't work is reduced to 10%.
Polymorph Any Object (Sp): At 15th level, a transmuter can use polymorph any object as a spell-like ability, once per day.
Iron Body (Sp): At 19th level, a transmuter can use iron body as a spell-like ability, once per day. If the transmuter uses this ability in conjunction with his Change Shape ability, he is essentially transformed into a sentient iron golem of the size and creature he has assumed, but does not gain the construct type nor any traits except those granted by his change shape ability or the iron body spell.
TRANSMUTER SPELL LIST
Transmuters gain access to the following spells.
0-Level Transmuter Spells—acid splash, arcane mark, detect magic, flare, light, mage hand, mending, message, open/close, prestidigitation, read magic, resistance, spark.
1st-Level Transmuter Spells—ant haul, burning hands, charm person, comprehend languages, endure elements, enlarge person, erase, expeditious excavation, expeditious retreat, feather fall, forced quiet, identify, jump, liberating command, longshot, mage armor, magic aura, magic missile, magic weapon, mirror strike, obscuring mist, polypurpose panacea, ray of enfeeblement, reduce person, shield, sleep, snapdragon fireworks, stone fist, touch of gracelessness, touch of the sea, unerring weapon, ventriloquism, vocal alteration, youthful appearance.
2nd-Level Transmuter Spells—alter self, animal aspect, badger's ferocity, bear's endurance, blink, blur, bull's strength, burning gaze, burrow, cat's grace, certain grip, countless eyes, darkvision, daze monster, defensive shock, disfiguring touch, eagle's splendor, elemental touch, fire breath, fly, fog cloud, frigid touch, gaseous form, glide, haste, hideous laughter, invisibility, keen edge, levitate, magic weapon (greater), monstrous physique I, resinous skin, resist energy, see invisibility, shifting sand, slow, spider climb, water breathing, web.
3rd-Level Transmuter Spells—ablative barrier, age resistance (lesser), animal aspect (greater), aqueous orb, arcane sight, baleful polymorph, calcific touch, darkvision (greater), daylight, deep slumber, dispel magic, displacement, distracting cacophony, draconic reservoir, echolocation, elemental aura, force punch, heroism, hydraulic torrent, locate weakness, monstrous physique II, nondetection, overland flight, planar adaptation, polymorph, protection from energy, rage, ride the waves, stinking cloud, stone shape, telekinesis, tongues, toxic gift, transmute mud to rock, transmute rock to mud.
4th-Level Transmuter Spells—age resistance, arcane eye, black tentacles, charm monster, control water, curse of magic negation, dimension door, dimensional anchor, disintegrate, dragon's breath, fear, fire shield, flesh to stone, fluid form, form of the dragon I, globe of invulnerability (lesser), invisibility (greater), minor creation, monstrous physique III, moonstruck, move earth, secure shelter, shadow step, share senses, shout, solid fog, stone to flesh, stoneskin, tar pool, telekinetic charge, touch of slime, transformation, true form.
5th-Level Transmuter Spells—absorb toxicity, acidic spray, age resistance (greater), astral projection (lesser), break enchantment, cloudkill, control construct, control weather, dispel magic (greater), dominate person, ethereal jaunt, form of the dragon II, giant form I, globe of invulnerability, ice body, icy prison, life bubble, mage's faithful hound, mage's private sanctum, mirage arcana, monstrous physique IV, polymorph (greater), reverse gravity, soothe construct, suffocation, telepathic bond, teleport, unbreakable construct, wall of force, wall of stone, wreath of blades.
6th-Level Transmuter Spells—acid fog, analyze dweomer, antimagic field, battlemind link, contingency, etherealness, eyebite, fiery body, form of the dragon III, frightful aspect, giant form II, heroism (greater), iron body, polymorph any object, repulsion, shadow walk, shapechange, sirocco, teleport (greater), temporal stasis, time stop, transmute blood to acid, true seeing, wall of iron.
Table: Transmuter
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Cantrips, change self, transmuter’s touch 3 1 — — — — —
2nd +1 +0 +3 +3 Augment, transmuter’s step 4 2 — — — — —
3rd +2 +1 +3 +3 Metamorphic defense, wood shape 4 3 — — — — —
4th +3 +1 +4 +4 Change shape (1/day) 4 3 1 — — — —
5th +3 +1 +4 +4 Lighten self 4 4 2 — — — —
6th +4 +2 +5 +5 Change shape (2/day) 5 4 3 — — — —
7th +5 +2 +5 +5 Stone shape 5 4 3 1 — — —
8th +6/+1 +2 +6 +6 Change shape (3/day) 5 5 4 2 — — —
9th +6/+1 +3 +6 +6 Transformation 5 5 4 3 — — —
10th +7/+2 +3 +7 +7 Change shape (4/day) 5 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Metal shape 5 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Change shape (5/day) 5 5 5 4 3 — —
13th +9/+4 +4 +8 +8 5 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Change shape (6/day) 5 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Polymorph any object 5 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Change shape (7/day) 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Change shape (8/day) 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Iron body 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Change shape (at will) 5 5 5 5 5 5 5
NEW FEATS
Transformation
Prerequisites: Change Shape class feature, Con 13.
Benefits: Your physical changes are so innate to your being that you become a true martial fighter when you transform. When you use the Change Shape class feature, you may choose to gain abilities similar to the transformation spell. You lose your spellcasting ability for the duration of the ability, your base attack bonus becomes equal to your total character level, possibly granting you additional iterative attacks, and you gain proficiency with all simple and martial weapons. In addition, you gain a +2 morale bonus to both Strength and Constitution, a +2 enhancement bonus to your natural armor, and a +2 competence bonus to Fortitude saves. These bonuses remain in effect for the duration of your change.
True Transformation
Prerequisites: Transmuter 11th, Transformation feat.
Benefits: The bonuses granted by the Transformation feat to your Strength and Constitution, natural armor, and Fortitude saves increase to +4. These bonuses remain in effect for the duration of your change.
| Big Lemon |
These last few are my favorite so far.
For the Necromancer, would it not be simpler to swap Necromantic Fortitude and Necromancer's Rite, since the latter doesn't come into real effect until 2nd level anyway? It seems odd to ret-con a character HP total with an ability granted later, even more so when it is only 1 level away from 1st level as it is.
| Elghinn Lightbringer |
No, because its an ability that is to appear after starting on the Necromancer path. However, the retro stuff is dumb so I changed it to this.
Necromantic Fortitude (Su): A necromancer taps into his charnel energies to bolster his health. Starting at 2nd level, and every time he gains a necromancer level thereafter, he adds either his Constitution bonus or his Charisma bonus to the number of new hit points he gains for that level.
| Ciaran Barnes |
Evoker:
I like the Arcane Ray, but I do not like that the evoker is stuck with one choice for all time. I would like to see either 1) add another energy type at certain levels (such as every 4th level or when a new spell level is gained or 2) still have one primary energy type but provide a means to use others (such as the other types cost two uses).
Intense Evocation is in line, but I would look at the 3.5 warmage to help clarify wording. If you intend that the extra damage is applied to a single target per spell, then that is not clear in the description.
You have quite a few abilities that could do well to be drawn from a single point pool, the way the bard, magus, etc do. This would require more work on your part, but I think it would fit well.
Illusionist:
Deceptive Intuition is good. I am confused how escape artist fits in there though.
Illusory performance looks pretty cool. I'd be curious to hear how it turned out in actual play.
Prestigious Step sounds great, but I don't see the illusion in it. Teleportation, but this seems like more of a conjurer ability.
| Elghinn Lightbringer |
Evoker:
I like the Arcane Ray, but I do not like that the evoker is stuck with one choice for all time. I would like to see either 1) add another energy type at certain levels (such as every 4th level or when a new spell level is gained or 2) still have one primary energy type but provide a means to use others (such as the other types cost two uses).
Easy fix. Just add this to this ability.
Versatile Evocation (Su): Starting at 3rd level, whenever an evoker casts an evocation spell that does acid, cold, electricity, fire, or force damage, or uses his arcane ray ability, he can change the damage dealt to one of the other four energy types. This changes the descriptor of the spell or ray to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. An evoker can use this ability a number of times per day equal to 3 + the evoker’s Intelligence modifier.
Intense Evocation is in line, but I would look at the 3.5 warmage to help clarify wording. If you intend that the extra damage is applied to a single target per spell, then that is not clear in the description.
You have quite a few abilities that could do well to be drawn from a single point pool, the way the bard, magus, etc do. This would require more work on your part, but I think it would fit well.
Intense Evocation is word-for-word from the Evocation school ability. :D
Illusionist:
Deceptive Intuition is good. I am confused how escape artist fits in there though.
Illusory performance looks pretty cool. I'd be curious to hear how it turned out in actual play.
Prestigious Step sounds great, but I don't see the illusion in it. Teleportation, but this seems like more of a conjurer ability.
You need to view the Illusionist class as a TRUE ILLUSIONIST, alongside being a spellcasting class. Ever seen the movie The Prestige? or The Illusionist? This class is both a spellcaster AND a performer of illusionary feats, both magical and sleight of hand or escape artist stuff. Essentially, I approach this one as a consumate professional basic sleight of hand illusionist first, then evloves into one who becomes an expert at true illusoiry magic. Thus the Illusory Performance ability, Escape Artist as part of Deceptive Intuition, the Prestigious Step ability, and other current-day illuionist skills and tricks they might employ. Sort of an illusionist specialist bard mixed with an illusionist specialist wizard (or sorcerer).
| Elghinn Lightbringer |
Now, whether I get to it or not, we'll see, but I plan on revamping these spell lists again, after conversing with my MCP colleague Raiderrpg, who gave me some good pointers on how to balance the spell list so it isn't just a bunch of 8th-9th level school spells stuffed into 1st-6th level range spell list. Once I've done that, I'll post a link to a downloadable doc for people.
Then I will move on to the new classes based on the school combinations I've mentioned a number of posts ago.
| Bardess |
Bardess wrote:Does polymorph any objects work on the transmuter himself?Yes, as long as the caster of the spell itself is not restricted from soing do. Whatever the confines of the spell, they are the same as the spell-like ability.
I think that the spell can't be' cast on the author himself. If the transmuter is able to become an object (and I hope so), then it would be better to add some line stating that he can move in object form.
| Ciaran Barnes |
You need to view the Illusionist class as a TRUE ILLUSIONIST, alongside being a spellcasting class. Ever seen the movie The Prestige? or The Illusionist? This class is both a spellcaster AND a performer of illusionary feats, both magical and sleight of hand or escape artist stuff. Essentially, I approach this one as a consumate professional basic sleight of hand illusionist first, then evloves into one who becomes an expert at true illusoiry magic. Thus the Illusory Performance ability, Escape Artist as part of Deceptive Intuition, the Prestigious Step ability, and other current-day illuionist skills and tricks they might employ. Sort of an illusionist specialist bard mixed with an illusionist specialist wizard (or sorcerer).
I own both films, and have watched them many times - particularly The Prestige. I was thinking about them when I was writing my previous post, but didn't have time to make a longer post. I can see a magician escaping bonds or squeezing into a tiny compartment, but slipping free of a fire giant crushing you to death I have a harder time imagining. I retract my concern though. Better to keep the bonuses simeple, than to list a bunch of exceptions.
| Big Lemon |
Does it bother anyone else that Arcane Ray requires both a ranged touch and a Reflex save? Just curious . . .
That does bother me, I didn't notice that. I think it's an artifact from this ability being based on the alchemist's bomb, which allows Reflex saves to avoid splash damage. This one just has a single target, though.
| Elghinn Lightbringer |
Does it bother anyone else that Arcane Ray requires both a ranged touch and a Reflex save? Just curious
Well, the arcane ray ability was based on the sorcerer's Elemental Bloodline elemental ray ability, but it only deals 1d6 damage +1 per 2 levels. So only a max of 1d6 +10 damage, while this is 10d6 damage. I think a reflex save for half is pretty normal for such a damaging attack.
However, that said, as a ray attack, and looking at both scorching ray and polar ray, they don't give a Ref save, likely because its a ranged touch attack, already taking Dex and reflexes into account, and a miss is a miss, a hit is a hit. Polar ray does 25d4 (max 100) while this is 10d6 (max 60). So, by example, it appears this should NOT have a reflex save.
Good catch guys!
| Raiderrpg |
As a minor heads up, as Elghinn's mentioned me- I'm more or less his sounding board and collaborator on the project. It's really his project, so don't expect to see me in here too much- but you can bet I'll be reading up and paying attention, making notes for when he wants my advice. Someone has to stop him from giving the Evoker a first-level Meteor Swarm, after all >;D (( J/K, Elghinn, I know I've already convinced you away from that sort of thing. :P ))
Ciaran Barnes- Are you refering to a more damage-spell focused conjurer? Teleporting? Or towards the Summoning Gear sort? Personally, I've always liked both.
I might just see if Elghinn's up for adding a little 'Create Gear' stuff to the new illusionist we're working on- pulling a rabbit/hacksaw out of a hat, so to speak. Might make for a great Houndini (What mage hasn't wanted to try HIM out in a game before? >:D)
As for Teleportation- I've never seen it as enough to base a whole class around. Prestige class, sure, but base...? That said, I've always loved telelocation spells.
| Big Lemon |
As a minor heads up, as Elghinn's mentioned me- I'm more or less his sounding board and collaborator on the project. It's really his project, so don't expect to see me in here too much- but you can bet I'll be reading up and paying attention, making notes for when he wants my advice. Someone has to stop him from giving the Evoker a first-level Meteor Swarm, after all >;D (( J/K, Elghinn, I know I've already convinced you away from that sort of thing. :P ))
Ciaran Barnes- Are you refering to a more damage-spell focused conjurer? Teleporting? Or towards the Summoning Gear sort? Personally, I've always liked both.
I might just see if Elghinn's up for adding a little 'Create Gear' stuff to the new illusionist we're working on- pulling a rabbit/hacksaw out of a hat, so to speak. Might make for a great Houndini (What mage hasn't wanted to try HIM out in a game before? >:D)
As for Teleportation- I've never seen it as enough to base a whole class around. Prestige class, sure, but base...? That said, I've always loved telelocation spells.
A Non-summoning conjurer would be interesting to see, thought it shouldn't be as high a priority as making sure all of these guys are fully polished.
| David knott 242 |
In the next few days, I'll be posting the rest of the School Classes as they currently sit. Then, I will be making some drastic alterations to them, and I mean drastic, as in chopping the 7 classes down to 4 or so, and refocussing them in their abilities and spell choices to have more depth, versatility, and role, more in line with say a bard or summoner.
I know a number of you are looking forward to seeing the other classes, so I wanted to post them as I originally conceptualized them. They can be used as is or altered as you se fit in your use of them.
The plan is to create a Warlock-esque type evoker/abjurer class, a Beguiler-esque enchanter/illsionist class, a Dread Necromancer-esque necromancy/summoning class, and probably a shifter-esque transmutation/battle-feld control class. That's the plan anyways.
So, watch for the current class postings, and after that, the new revised classes.
So what happens to the school of divination in this new scheme?
| David knott 242 |
As for Teleportation- I've never seen it as enough to base a whole class around. Prestige class, sure, but base...? That said, I've always loved telelocation spells.
But I could see teleportation as enough to base half a class around. Maybe I should propose it as a fighter/wizard or rogue/wizard combination over in the MCA thread? I promise to put together a complete entry this time. The general idea for this archetype would be an otherwise mundane character who magically teleports around the battlefield.
| Oceanshieldwolf |
Raiderrpg wrote:As for Teleportation- I've never seen it as enough to base a whole class around. Prestige class, sure, but base...? That said, I've always loved telelocation spells.But I could see teleportation as enough to base half a class around. Maybe I should propose it as a fighter/wizard or rogue/wizard combination over in the MCA thread? I promise to put together a complete entry this time. The general idea for this archetype would be an otherwise mundane character who magically teleports around the battlefield.
Might want to check this Blink Base Class for "teleports around the battlefield" ideas.
[EDIT And less so the Blink Knight -- Ranger archetype]
| Raiderrpg |
Elghinn Lightbringer wrote:In the next few days, I'll be posting the rest of the School Classes as they currently sit. Then, I will be making some drastic alterations to them, and I mean drastic, as in chopping the 7 classes down to 4 or so, and refocussing them in their abilities and spell choices to have more depth, versatility, and role, more in line with say a bard or summoner.
I know a number of you are looking forward to seeing the other classes, so I wanted to post them as I originally conceptualized them. They can be used as is or altered as you se fit in your use of them.
The plan is to create a Warlock-esque type evoker/abjurer class, a Beguiler-esque enchanter/illsionist class, a Dread Necromancer-esque necromancy/summoning class, and probably a shifter-esque transmutation/battle-feld control class. That's the plan anyways.
So, watch for the current class postings, and after that, the new revised classes.
So what happens to the school of divination in this new scheme?
You'll see it, don't worry. This is a less pigeon-holed setup, not a 'perfect one-school specialist' set up. Think a blaster, trickster, minion master, and controller over the singular schools
| Raiderrpg |
Raiderrpg wrote:As for Teleportation- I've never seen it as enough to base a whole class around. Prestige class, sure, but base...? That said, I've always loved telelocation spells.But I could see teleportation as enough to base half a class around. Maybe I should propose it as a fighter/wizard or rogue/wizard combination over in the MCA thread? I promise to put together a complete entry this time. The general idea for this archetype would be an otherwise mundane character who magically teleports around the battlefield.
Might need a little more than that. But if you can put forth a good show, we'll run with it. >:3
| Ciaran Barnes |
Ciaran Barnes- Are you refering to a more damage-spell focused conjurer? Teleporting? Or towards the Summoning Gear sort? Personally, I've always liked both.
I wasn't referring to anything specific, but was curious what y'all would come up with. Obviously a creature summoning class is covered (summoner), and a damage dealing blaster class is covered (evoker), but it could still have those spells on it's list. A mixed bag would be nice.
| David knott 242 |
David knott 242 wrote:Raiderrpg wrote:As for Teleportation- I've never seen it as enough to base a whole class around. Prestige class, sure, but base...? That said, I've always loved telelocation spells.But I could see teleportation as enough to base half a class around. Maybe I should propose it as a fighter/wizard or rogue/wizard combination over in the MCA thread? I promise to put together a complete entry this time. The general idea for this archetype would be an otherwise mundane character who magically teleports around the battlefield.
Might want to check this Blink Base Class for "teleports around the battlefield" ideas.
[EDIT And less so the Blink Knight -- Ranger archetype]
The first link looks something like what I was thinking of. My original inspiration was a D&D 4E Knight variant for eladrin -- so one idea that I wanted to use was the ability to teleport to any position within 5' of your foe whenever you hit him in melee. The tricky part is to come up with a balanced Pathfinder-compatible version of that idea.
| Raiderrpg |
As a pre-note to the Magician, it's the illusionist/enchanter of the group. He's not good at combat damage, but has plenty of ways to make the opponent look like a fool.
Between suggestions, illusions, and his Prestige Bond, he'll be a perfect Face for any party- a superb 'fifth member' or a good rogue and/or sorcerer-replacement, if you got other damage-dealers to make up for the backstabbing, or another full caster to pick up the slack.
| Elghinn Lightbringer |
Alright, here is the magnificent Magician.
When the word “magician” is spoken, the first thing that often comes to mind is an image of the consummate entertainer who performs simple tricks of sleight of hand and deception to the delight of children and adults alike. However, there are those who take their prestigious acts to new heights by incorporating powerful illusion spells to mislead those nearby. A true magician employs a special bonded item to enhance his magic, obtain additional spells, and gain powerful new abilities. Magicians are masters of illusions, intrigue, and subterfuge, allowing them to pass by their foes unnoticed or catch their enemies unaware. The main source of their power is their illusions, using them to hide themselves or others from sight, project terrifying images to frighten the masses, or create distractions in hopes of gaining victory over their enemies. Whether it is vanishing from sight, reading another’s fortune, influencing the mind, or pulling the proverbial rabbit from his hat, the magician is a terrific addition to any party in search of a cunning and useful ally.
Role: Magicians seek to perfect their skills in sleight of hand and deception, as well as increase the potency and believability of their vast array of illusory magic. Most magicians spend long hours researching illusion magic, and therefore exhibit a propensity towards patience, mental strength, and creativity. They are often tricksters by nature, and are often found in the company of those who share their inclination for entertainment or exhibit a rakish demeanor, and therefore get along well with bards and rogues, though alchemists and summoners often enjoy their company for eclectic reasons.
Alignment: Any.
Hit Dice: d8.
Class Skills: The magician’s class abilities are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Knowledge (all) (Int), Lingusitics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Weapon and Armor Proficiency: The magician is proficient with all simple weapons. A magician is not proficient with armor or shields. Armor interferes with a magician’s gestures, which can cause his spells with somatic components to fail.
Spells: A magician casts arcane spells drawn from the magician spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, a magician must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magician’s spell is 10 + the spell level + the magician’s Charisma modifier.
A magician can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Magician. In addition, he receives bonus spells per day if he has a high Charisma.
A magician’s selection of spells is extremely limited. A magician begins play knowing four 0-level spells and two 1st-level spells of the magician’s choice. At each new magician level, he gains one or more new spells as indicated on Table: Magician Spells Known. (Unlike spells per day, the number of spells a magician knows is not affected by his Charisma score. The numbers on Table: Magician Spells Known are fixed.)
Upon reaching 5th level, and at every third magician level thereafter (8th, 11th, and so on), a magician can choose to learn a new spell in place of one he already knows. In effect, the magician “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level magician spell he can cast. A magician may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Cantrips: A magician learns a number of cantrips, or 0-level spells, as noted on Table: Magician Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
Deceptive Intuition (Ex): A magician adds half his level to all Bluff and Sense Motive skill checks.
Prestige Focus: Each magician has a focus for his magic that grants him a bonded object, class skill bonus, spells, tricks, and other special abilities. This focus represents the magician’s training and study in a specific area of the arts of illusory magic. Regardless of the focus, this bond manifests in a number of ways as the magician gains levels. The magician must choose one prestige focus upon taking his first level of magician. Once made, this choice cannot be changed. Prestige focuses are described in detail hereafter.
At 1st level, the magician begins play with a bonded object at no cost. Objects that are the subject of arcane prestige must fall into one of the following categories: amulet, cloak, hat, or wand. These objects are always masterwork quality. If the object is an amulet, cloak, or hat, it must be worn to have effect, wands must be wielded. If a magician attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is an amulet, hat, or cloak, it occupies the neck, shoulder, or head slot accordingly.
A magician can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a magician with a bonded amulet must be at least 3rd level to add magic abilities to the wand (see Craft Wondrous Item feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the magician who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the magician rests to regain his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per magician level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A magician can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
In addition to this bonded item, a prestige focus grants the magician a number of additional powers and abilities. Prestige powers are gained at the levels indicated on Table: Magician, and are described in each individual arcane prestige’s description.
At 2nd level, and every four levels thereafter, a magician learns one prestige trick, chosen from a list specific to each arcane prestige. The magician must meet the prerequisites for these tricks.
At 3rd level, and every three levels thereafter, a magician learns an additional spell, derived from his arcane prestige. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
Illusion Resistance (Ex): At 2nd level, a magician becomes resistant to illusions in general. The magician gains a +2 bonus on Will saves against all illusion spells and spell-like abilities. This bonus increases to +4 at 5th level, and again to +6 at 8th level.
Extended Illusions (Su): Starting at 4th level, any illusion spell cast by the magician with a duration of “concentration” lasts a number of additional rounds equal to 1/2 his magician level after he stops maintaining concentration (minimum +1 round).
Illusory Pool (Su): At 4th level, a magician gains a reservoir of mystical arcane energy that he can draw upon to enhance his illusion spells. This illusory pool has a number of points equal to 1/2 his magician level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the magician rests for 8 hours to regain his spells.
A magician can expend points from his illusory pool to cast any illusion spell that he knows. An illusion spell cast in this way lasts for 1 minute or the spell’s duration, whichever is shorter. At 4th level, a magician can cast any illusion spell of up to 1st–level that he knows, and any illusion spell of each subsequent level every three levels thereafter, up to 6th level illusion spells at 19th level. This expends 1 illusory point per level of the spell. Spending the points and casting the spell requires an immediate action.
At 9th level, whenever a magician casts an illusion spell enhanced by a metamagic feat, he can spend points from his illusory pool to reduce the feats level increase modifier as an immediate action. For each point spent from his illusory pool, the level increase modifier of the enhanced spell is decreased by 1. A magician cannot reduce a metamagic feat’s level increase below 0. A magician can only reduce one enhanced illusion spell in this way at one time.
At 13th level, a magician can expend points from his illusory pool to make his illusion spells more difficult to resist. As an immediate action, a magician can spend 1 illusory point to increase the save DC of any illusion spell he casts by 1, up to a maximum of 3 points.
At 17th level, whenever the target of a magician’s illusion spells makes a successful saving throw against it, the magician can spend 3 illusory points to force the target to make a second saving throw as an immediate action. A magician can only do this once per casting.
Deep Pockets (Ex): Starting at 7th level, a magician has collected a number of items as well as lore, picking up small amounts of this or that throughout his travels. As a result, he may carry unspecified equipment worth up to 100 gp per magician level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a full-round action, the magician may dig through his pockets to retrieve an item he specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the magician can retrieve no more items until he refills her deep pockets by spending a few hours and an amount of gold to bring his total up to 100 gp per magician level.
In addition, if he takes 1 hour to pack his gear each day, he gains a +4 bonus to Strength to determine his light encumbrance. This does not affect his maximum carrying capacity. The efficient distribution of weight simply encumbers him less than the same amount of weight normally should. Finally, the magician gains a +4 bonus on Sleight of Hand checks made to conceal small objects on his person.
Magician’s Chest (Sp): At 11th level, a magician can hide a specially crafted chest on the Ethereal Plane and retrieve it at will. This chest is bonded to the magician and persists until he crafts a new one or is slain. This allows the magician to know whether his chest is being opened or tampered with while on the Ethereal Plane, and there is no cumulative chance of it being lost. At 16th level, he can choose to store his chest in his magician’s tower without any repercussions from the two extra-dimensional effects occupying the same space. A magician can only have one chest in existence at a time. This ability otherwise functions as the secret chest spell.
Magician’s Tower (Sp): At 16th level, a magician can conjure up an extra-dimensional tower on the Ethereal Plane and summon forth a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those the magician designates may enter the tower, and the portal is shut and made invisible behind him when he enters. The magician may open it again from his own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond and above. The atmosphere is clean, fresh, and warm.
The magician can create any tower floor plan he desires up to the effect’s limit of three 10-foot cubes per level. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the tower.
Since the tower can be entered only through its special portal, outside conditions do not affect the tower, nor do conditions inside it pass to the plane beyond. The magician can also store his chest in his tower if he so chooses. The magician’s tower persists until the magician is slain, and remains unchanged from the last time he entered it. The magician (and those he designates) can only enter the tower for 1 hour per two levels of the magician each day. These hours do not need to be consecutive, but they must be spent in 1-hour increments. This ability otherwise functions as the mage’s magnificent mansion spell.
Master Magician (Su): At 20th level, a magician can maintain an illusion spell he can cast for a 24 hour period or a number of hours equal to his Charisma modifier, whichever is shorter, once per day. If the spell has a longer duration, this ability has no effect. The magician can also make one illusion spell with a duration of “concentration” become permanent. He can have no more than one illusion made permanent in this way at one time. If the magician designates another illusion as permanent, the previous permanent illusion ends. In addition, a magician becomes completely immune to phantasm effects.
MAGICIAN SPELL LIST
Magicians gain access to the following spells.
0-Level Magician Spells—arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, read magic, touch of fatigue.
1st-Level Magician Spells—adjuring step, air bubble, alarm, animate rope, anticipate peril, burning hands, cause fear, charm person, color spray, delusional pride, disguise self, endure elements, enlarge person, feather fall, floating disk, grease, hypnotism, identify, illusion of calm, interrogation, jury-rig, lock gaze, mount, obscuring mist, polypurpose panacea, reduce person, shield, silent image, sleep, snapdragon fireworks, unseen servant, vanish, ventriloquism, vocal alteration.
2nd-Level Magician Spells—acid arrow, alter self, arcane lock, blur, darkness, darkvision, detect thoughts, enter image, fire breath, flaming sphere, fog cloud, glitterdust, ghostly disguise, gust of wind, gusting sphere, hideous laughter, hold person, hypnotic pattern, invisibility, levitate, locate object, knock, mad hallucination, minor image, mirror image, obscure object, pilfering hand, pyrotechnics, resist energy, rope trick, scare, shatter, whispering wind.
3rd-Level Magician Spells—blink, blood biography, clairaudience/clairvoyance, daylight, deep slumber, dispel magic, explosive runes, ghost wolf, invisibility sphere, lesser animate dead, lightning bolt, magic circle against chaos/evil/good/law, major image, marionette possession, nondetection, phantom steed, reckless infatuation, scrying, secret page, seek thoughts, shrink item, stinking cloud, suggestion, tongues, vision of hell, water breathing, wind wall.
4th-Level Magician Spells—baleful polymorph, bestow curse, confusion, detect scrying, dimension door, fire shield, fire trap, hallucinatory terrain, ice storm, invisibility (greater), lesser astral projection, lesser geas, minor creation, minor phantom object, phantasmal killer, protection from energy, resilient sphere, scrying, shadow conjuration, shout, solid fog, true form, wall of fire, wall of ice.
5th-Level Magician Spells—break enchantment, dream, feeble mind, getaway, life bubble, mage's private sanctum, magic jar, mislead, passwall, planar binding, prying eyes, secret chest, seeming, sending, shadow evocation, suggestion (mass), telepathic bond, teleport, treasure stitching.
6th-Level Magician Spells—analyze dweomer, cloak of dreams, dispel magic (greater), eyebite, forceful hand, freezing sphere, geas, globe of invulnerability, guards and wards, legend lore, permanent image, serenity, telekinesis, true seeing, veil.
Table: Magician
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Cantrips, deceptive intuition, prestige power 3 1 — — — — —
2nd +1 +0 +3 +3 Prestige trick, resist illusions +2 4 2 — — — — —
3rd +2 +1 +3 +3 Prestige power, prestige spell 4 3 — — — — —
4th +3 +1 +4 +4 Extended illusions, illusory pool 4 3 1 — — — —
5th +3 +1 +4 +4 Resist illusions +4 4 4 2 — — — —
6th +4 +2 +5 +5 Prestige spell, prestige trick 5 4 3 — — — —
7th +5 +2 +5 +5 Deep pockets 5 4 3 1 — — —
8th +6/+1 +2 +6 +6 Resist illusions +6 5 5 4 2 — — —
9th +6/+1 +3 +6 +6 Prestige power, prestige spell 5 5 4 3 — — —
10th +7/+2 +3 +7 +7 Prestige trick 5 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Magician’s chest 5 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Prestige spell 5 5 5 4 3 — —
13th +9/+4 +4 +8 +8 5 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Prestige trick 5 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Prestige power, prestige spell 5 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Magician’s tower 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Prestige spell, prestige trick 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Master magician, prestige power 5 5 5 5 5 5 5
PRESTIGE FOCUS
The prestige focuses listed hereafter are the only sources of power that a magician can draw upon. Unless otherwise noted, most sorcerers are assumed to have the wand prestige.
You are trained in the nebulous arts of divination, mind reading, and telling the fortune of those who seek your wisdom. By grasping your amulet, you can delve into the minds and memories of others, seek advice from the netherworld, and divine the purpose of magical artifacts from around the world.
Prestige Skill Focus: Knowledge (arcana), Knowledge (planes), and Perception.
Prestige Spells: identify (3rd), detect thoughts (6th), harrowing (9th), scrying (12th), telepathic bond (15th), true seeing (18th).
Prestige Tricks: You can choose from the Alertness, Combat Casting, or Skill Focus feats, or the Canny Observer*, Esoteric Scholar†, Hard to Fool*, Obfuscate Story‡, Steal the Story‡ rogue talents whenever you gain a prestige trick. At 10th level, you add the Rumormonger† and Thoughtful Reexamining advanced talents to the list of rogue talents you can choose. (*Advanced Player’s Guide, ‡Advanced Races Guide, †Ultimate Combat)
Prestige Powers: Divining magic and truth seeking are aspects of your arts that are deeply rooted within your heart. As you gain levels you become more adept at ferreting out the truth, obtaining guidance from true planar powers, and become increasingly less susceptible to the deceitful and insincere.
Amulet of Truth (Ex): At 1st level, you add 1/2 your magician level to all Knowledge (arcana), Perception, and Sense Motive skill checks.
Divining Sphere (Su): At 3rd level, you can bring into existence a transparent sphere of force about 6 inches in diameter that serves you as a magical scrying device as a standard action. While the orb is held, you can use it to perform an augury (as the spell) once per day, plus an additional time per day every five levels thereafter, to a maximum of four times per day at 18th level. At 10th level, this ability functions as the divination spell. At 16th level, this ability functions as the contact other plane spell. Peering into the sphere and receiving the results of the divination requires 1 minute regardless of the effect. A diving sphere remains for a number of rounds equal to his magician level + his Charisma modifier (minimum 1).
Mind’s Eye (Su): At 9th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your magician level + your Charisma modifier. You can use this ability for a number of rounds per day equal to your magician level. These rounds do not need to be consecutive.
Time of Reckoning (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –1 hit points and are automatically stabilized. You can add your Charisma modifier to this save.
Limited Omniscience (Sp): At 20th level, you becomes a true master of the divining arts. Once per day, you can use foresight for a number of rounds per day equal to your magician level. These rounds do not need to be consecutive.
You are skilled in the subtle arts of concealment, evasion, and creating convincing illusions. With a flourished sweep of your cloak you can vanish and reappear in a puff of smoke, evade dangerous attacks, and create illusion images that inspire both fear and wonder in the minds of onlookers.
Prestige Skill Focus: Disguise, Escape Artists, and Stealth.
Prestige Spells: vanish (3rd), invisibility (6th), displacement (9th), shadow step (12th), teleport (15th), mislead (18th).
Prestige Tricks: You can choose from the Combat Casting, Deceitful, Skill Focus, or Stealthy feats, or the Fast Stealth, Quick Disguise*, or Shadow Camouflage rogue talents whenever you gain a prestige trick. At 10th level, you add the Master of Disguise* and Skill Mastery advanced talents to the list of rogue talents you can choose. The Shadow Camouflage rogue talent and Hide in Shadows advanced talent are described hereafter. (*Advanced Player’s Guide)
Shadow Camouflage (Ex): A magician can use the Stealth skill to hide in shadows. As long as he is within an area of dim light, a magician can hide himself from view. He cannot, however, hide in his own shadow.
Hide in Shadows (Su): A magician can use the Stealth skill even while being observed. As long as he is within 10 feet of an area of dim light, a magician can hide himself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Prestige Powers: Deceptive magic comes naturally to you, but as you gain levels you become increasingly adept at evading the senses of others through your own agility and illusory manifestation.
Cloak of Concealment (Ex): At 1st level, you add 1/2 your magician level to all Bluff, Disguise, and Stealth skill checks.
Illusory Evasion (Ex): At 3rd level, your talent for perceiving illusions allows you to avoid magical and physical attacks created by illusionary magic. You are granted an immediate Will saving throw against any illusionary attack, such as the claws of an illusionary dragon or a spellcasting wizard, or any illusion spell like shadow conjuration that grants a Will save to disbelieve the effect. If the saving throw succeeds, you take no damage. If the saving throw fails, you only take half damage. This ability functions only while you are conscious, not if you are unconscious of dead.
Vanishing Step (Su): At 9th level, you can use dimension door (as the spell) once per day as a move action. When you disappear, you leave behind a cloud of harmless gray smoke, appearing in a similar fashion at your destination anywhere within the range of the spell. This ability has a caster level equal to your magician’s level.
Master of Disguise (Sp): At 15th level, you can create an illusion that hides your appearance and any number of allies within 30 feet for as long as you concentrate plus 1 minute per magician level once you’ve stopped concentrating. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your magician level + your Charisma modifier. The rounds do not need to be consecutive.
Unseen Ensemble (Sp): At 20th level, you can cause a number of allies (including yourself) equal to your Charisma modifier to vanish (as the invisibility spell) once per day as a standard action. Each affected creature must be within 30 feet when the ability is activated. Unlike mass invisibility, each ally is affected as if by an individual invisibility spell. Thus, only an individual creature becomes visible if it chooses to attack, rather than the whole group.
You are trained in the art of matter manipulation, both living and nonliving, and the conjuring of creatures to serve as your allies. With the tip of your hat you can summon forth creatures, transform matter at its most basic elements, and cause objects to seemingly vanish into thin air, all to the delight of the audience.
Prestige Skill Focus: Craft, Escape Artist, and Spellcraft.
Prestige Spells: reduce person (3rd), levitate (6th), blink (9th), monster summoning IV (12th), fabricate (15th), fluid form (18th).
Prestige Tricks: You can choose from the Combat Casting, Magical Aptitude, Prodigy**, or Skill Focus feats, or the Charmer* or Peerless Maneuver* rogue talents whenever you gain a prestige trick. At 10th level, you add the Fast Tumble and Skill Mastery advanced talents to the list of rogue talents you can choose. (*Advanced Player’s Guide, **Ultimate Magic)
Prestige Powers: You are a consummate entertainer, fusing elegant performance, agility, and magic with panache. As you gain levels you master the ability to create and transform matter, and summon forth creatures at will.
Hat of Mysteries (Ex): At 1st level, you add 1/2 your magician level to all Craft, Escape Artist, and Spellcraft skill checks.
Summon Familiar (Sp): At 3rd level, you cast summon minor monster as a spell-like ability a number of times per day equal toyou’re your Charisma modifier. You can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level).
Alternatively, you can use this ability to summon forth any single creature from the wizard’s list of familiars (see Familiars). When summoned, the creature functions in every way as a familiar appropriate for the your level. You can choose to summon a different creature or the same creature each time you use this ability.
Gone in a Flash (Su): At 9th level, you can cause one item held in your hand to shrink and disappear from sight on command. The item can weigh no more than 20 pounds plus 2 pounds every two levels beyond 9th and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of your fingers, the item reappears. You can only store one item at a time. Storing or retrieving the item is a free action. The item is shrunk down so small within the palm of your hand that it cannot be seen. Spell durations are not suppressed, but continue to expire. If this effect is suppressed or dispelled, the stored item appears instantly. Any item stored in this manner is not subject to the Disarm or Steal combat maneuvers.
Creative Mind (Sp): At 15th level, you can cast major creation as a spell-like ability. You can have no more than one major creation active at a time. If you cast the spell again, the previous casting immediately ends. You can use this ability a number of times per day equal to 1/2 your magician level.
Monstrous Form (Sp): At 20th level, you can use monstrous physique IV as a spell-like ability for a number of rounds per day equal to your magician level. These rounds do not need to be consecutive. While the ability is in effect, you can change into a different form each round if you so desire as a swift, otherwise the initial activation of this ability requires a standard action.
You are trained in the art of enchanting the mind and skilled performances, all with a fair of magical showmanship. With the flick of your wand you can place creature under your control, implant mental suggestions, free others from bondage, or move objects across the room with a mere thought.
Prestige Skill Focus: Disable Device, Perform, and Sleight of Hand.
Prestige Spells: snapdragon fireworks (3rd), daze monster (6th), suggestion (9th), charm monster (12th), telekinesis (15th), geas/quest (18th).
Prestige Tricks: You can choose from the Combat Casting, Deft Hands, Prodigy**, or Skill Focus feats, or the Coax Information*, Convincing Lie†, Deft Palm†, Combat Swipe, Fast Fingers*, or Honeyed Words* rogue talents whenever you gain a prestige trick. At 10th level, you add the Skill Mastery advanced talents to the list of rogue talents you can choose. (*Advanced Player’s Guide, **Ultimate Magic)
Prestige Powers: You are a consummate entertainer, fusing elegant performance, agility, and magic with panache. As you gain levels you master the ability to create and transform matter, and summon forth creatures at will.
Wand of Enchantment (Ex): At 1st level, you add 1/2 your magician level to all Escape Artist, Perform, and Sleight of Hand skill checks.
Fascinate (Ex): At 3rd level, you gain the ability to use a Perform skill to cause one or more creatures to become fascinated with you. This acts as the fascinate bardic performance ability, except the save DC is 10 + 1/2 your magician level + your Charisma bonus, and it lasts 1 round/level. You may use this ability once per day at 3rd level plus an additional time per day every five levels thereafter, to a maximum number of four times per day at 18th level.
Ranged Legerdemain (Su): At 9th level, you can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. You can only use this ability if you have at least 1 rank in the skill being used.
Telekinesis (Sp): At 15th level, you can use telekinesis as a spell-like ability for a number of rounds per day equal to your magician level. These rounds do not need to be consecutive.
Dominate Monster (Sp): At 20th level, you can use dominate monster as a spell-like ability, with a caster level equal to your magician level. This effect lasts for a number of minutes equal to your magician level.
| Oceanshieldwolf |
Interesting. Good work guys. I like all the different prestige focuses...the suites of powers for each are totally cool!!!
* Did you intend to double up the Cloak Prestige's first level ability bonus to Bluff with the generic 1st level ability Deceptive Intuition?
* The deep-pockets is ok, but the strength bonus to encumbrance due to effective weight distribution feels forced.
* I totally don't feel the disappearing chest or comfortable tower bit. I guess it's a magician tricktrope - just feels strangely out of place here. Dunno why.
* Hat Prestige: does the Familiar come out of the hat? Why are these familiars and not summon nature's ally - are they just using the animal stats but aren't otherwise a familiar?
* Generally - which prestige allows the magician to pull a coin out of someone's ear? Chop a person in half and stick them back together again?
| Elghinn Lightbringer |
Interesting. Good work guys. I like all the different prestige focuses...the suites of powers for each are totally cool!!!
* Did you intend to double up the Cloak Prestige's first level ability bonus to Bluff with the generic 1st level ability Deceptive Intuition?
Nope, must have missed that. In fact I missed a few other changes with the other prestiges' similar abilities. We made some changes to the skills they added to their skill list, and forgot to change those in the first prestige ability. They correspond to the new skills.
So these should read as follows:
AMULET PRESTIGE
Amulet of Truth (Ex): At 1st level, you add 1/2 your magician level to all Knowledge (arcana), Knowledge (planes), and Perception skill checks.
CLOAK PRESTIGE
Cloak of Concealment (Ex): At 1st level, you add 1/2 your magician level to all Disguise, Escape Artist, and Stealth skill checks.
WAND PRESTIGE
Wand of Enchantment (Ex): At 1st level, you add 1/2 your magician level to all Disable Device, Perform, and Sleight of Hand skill checks.
Hat Prestige was fine.
* The deep-pockets is ok, but the strength bonus to encumbrance due to effective weight distribution feels forced.
It's the same ability as that of the Pathfinder Chronicler PrC on the SRD.
* I totally don't feel the disappearing chest or comfortable tower bit. I guess it's a magician tricktrope - just feels strangely out of place here. Dunno why.
Well, it may, but it still fits with the flavor of the vanishing trick aspect. Put someone in the chest, and it vanishes. Bring it back, and here they are. And the tower seemed like a logical extension of it. These are spells usually, but as a class with little damaging ability, being able to store things for self and party, or providing a place to rest and heal without the use of spells was a nice addition to his bag of tricks.
* Hat Prestige: does the Familiar come out of the hat? Why are these familiars and not summon nature's ally - are they just using the animal stats but aren't otherwise a familiar?
We used Summon Minor Monster because that gives us what we wanted as to animals, etc. These is no Minor Summon Nature's Ally by Paizo, there is one by a 3rd party.
The cretures "could" come out of the hat if the magician wanted to. I wasn't planning on specifying it, or forcing a character to do so. What if he lost his hat?
Any creature summoned as per the Summon Minor Monster ARE NOT familiars, just summoned monster. And there can be a number of these creatures summoned at once (look at the spell). However, if he uses the alternative and summons a single creature from the wizard's Familiar list, and while it's there it functions in every way as a familiar. It's sort of like playing "Musical Familiars" but likely a magician will summon the same creature, since most PCs have a creature preference, but there is the option of summoning a different creature, which adds some nice versatility to the mix with benefits from the different familiars.
So he can either summon 1d3 tiny animals, or a single animal that functions as a familiar.
* Generally - which prestige allows the magician to pull a coin out of someone's ear? Chop a person in half and stick them back together again?
Likely the Wand Prestige, with the whole Sleight of Hand bonus, plus the bonus to Bluff from the Deceptive Intuition ability. Coin from ear = Sleight of Hand; Cut someone in half = Bluff + Sleight of Hand + Perform.
| Oceanshieldwolf |
Cool. Thanks for the clarifications, and especial thanks for elucidation of the summoning schtick.
Answer: If the Hat Prestige Magician loses his hat he:
A) Probably would find pulling a rabbit out of it difficult
B) Definitely will have trouble casting any spells, apparently
C) Better be getting to the Hattery.
And just because the ability Deep Pockets is based/chopped on/from comes from an official Paizo PrC on the SRD don't mean that ability aint feeling forced too, y'know! ;p