Azothath's Homebrew: Tutelary wizard archetype {Pact(HHH) archetype fix}


Homebrew and House Rules


Tutelary wizard archetype {rework of Pact(HHH) archetype}

Sometimes an apprentice wizard turns to the greatest enigmas of the cosmos in the hopes of attaining great power. Those that attract a patron receive phenomenal arcane power as tutelary wizards but walk a fine line lest they become the playthings of the forces with which they consort.

Requirements: A tutelary wizard archetype must be a sentient living creature and cannot be of fey, construct, outsider, or undead creature type. If the creature worships or venerates a deity, the deity must have a domain which matches or is highly similar to the tutelary wizard’s patron.

Skill Points at each level: In addition to (Int +2) skill ranks he gains 2 knowledge skill ranks per level (like arcana and nature or planes) of the GMs choice.

Weapon Proficiency: Tutelary wizards gains proficiency in a one handed simple or martial melee weapon(like warhammer(B), scimitar(S), or sword cane(P)) similar to a deities weapon of the GM’s choice which regular wizards are not proficient with.
◦ This alters Skill Points at each level and Weapon Proficiency.

Acquire Patron: At first level a tutelary wizard chooses a patron from the witch class and gains an animal familiar assigned by his patron. Like a witch’s familiar the tutelary wizard’s familiar acts as his spellbook, when preparing spells he must be touching or have the conscious familiar in his square or use his written spellbook(s). While a familiar does not require a scribing cost for spells learned with a level gain, it does require 25% of the scribe cost(rounded up to the silver piece) in rare herbs and delicacies to learn other spells. Scribing spells in a spellbook afterwards is considered copying (at half cost). The familiar cannot be replaced (but can be upgraded via Improved Familiar feat) and if killed is automatically replaced the next day without losing any “scribed” spells. The wizard loses the familiar replacement ritual’s value (200*CltrLvl, 150% if an improved familiar) in magical items(valued at 50%) rounded up at the patron’s discretion and/or cash and gems. With his familiar’s replacement the wizard takes on a minor task(see various Obedience under deity entries) taking about 2d4 hours and costing less than 20gp for his patron to be completed within the week as set by the GM and suffers one less spell slot per spell level when preparing spells until he completes the task. When the wizard completes the task he may prepare his normal allotment of spell slots and gains the Obedience’s benefit for 24 hrs. If he does not complete the task in a timely manner he suffers two less spell slots per spell level when preparing spells and must seek an atonement:A5 spell (2500gp material components) from a cleric with a similar domain to his patron to regain his patron’s favor and his normal spell preparation.
 Once per month a tutelary wizard must perform an obedience (as above and gaining the benefit for 24hrs) to appease and maintain his standing with his patron. Failing to do so he suffers one less spell slot per spell level when preparing spells until he completes the task. Performing the obedience more than once per week incurs the same spell preparation penalty and voids any obedience benefit for two weeks. Gaining an obedience via another class or prestige class is considered a separate and different ability/event.
◦ This alters the wizard’s Arcane Bond and Spellbooks.

Patron Spells: Tutelary wizards normally become universalists but they may become school specialists with their patron setting their preferred school[A, C, D, E, K(evo'k'ation), I, N, T, Ae, Air, Eth, Fir, Wtr, Mtl, Vd, Wd] and opposition(opzd) schools; Agility(T-Enhancement, opzd: E, N), Ancestors(N or subschool, opzd: A, E), Animals(C or E, opzd: K, I), Aurora(I or Deception, opzd: C, N), Autumn(N or Wd, opzd: A or {element if Wd}, E or {element if Wd}), Boundaries(A or D or subschools; opzd: I or K, N), Conspiracies(D or I; opzd: A, C or K), Death(N or subschool; opzd: A, E), Decadence(E or subschools or I; opzd: C or K, N), Deception(I or subschool, opzd: D, C), Devotion(C or Creation; opzd: K, I), Elements(one of; C-Creation, Ae, Air, Eth, Fir, Wtr, Mtl, Vd, Wd, opzd:{see school, usually an element} or N, I), Enhancement(T-Enhancement, opzd: E, I), Endurance(A or T-Enhancement, opzd: E, K), Entropy(C or subschool, opzd: K, I), Ethereal(D or T, opzd: E, I), Fate(A or D or subschools, opzd: E or I, N or T), Healing(C, opzd: K or N, I), Insanity(E, opzd: N, T), Jinx(E or N, opzd: A, E or T), Light(K, opsd: A, C), Mercy(C or E, opzd: K, I), Mind(E or subschool, opzd: N, T), Moon(T or subschool, opzd: K, N), Mountain(C or Creation, opzd: K, I), Nightmares(E or subschool, opzd: N, T), Occult(A or D or subschools, opzd: K, N or T), Peace(E, opzd: N, K or T), Plague(N or Vd, opzd: A, E), Plant(C or Wd, opzd: K, I), Portents(D or subschool, opzd: E or I, N or T), Protection(A or subschool, opzd: K, N), Recovery(A or C, opzd: K or I, N or T), Revenge(E or subschool, opzd: N, T), Rot(N or Vd, opzd: A, E), Shadow(K or Vd, opzd: A, {element if Vd} or C), Space(C-Teleportation or Vd, opzd: {element if Vd} or N, E), Spirits(N or D or subschool, opzd: A, E), Spring(C or Wd, opzd: A or {element if Wd}, E or {element if Wd}), Stars(D or K or Vd, opzd: A or {element if Vd}, C or {element if Vd or D}), Storms(C, opzd: K, I), Strength(T-Enhancement, opzd: E, K), Summer(C or Wd, opzd: A or {element if Wd}, E or {element if Wd}), Thorns(T-Shapechange or Wd, opzd: A or {element if Wd}, I or {element if Wd}), Time(D or subschool or K, opzd: A, C), Transformation(T-Shapechange, opzd:E,I), Trickery(I or subschool, opzd:C, T or N), Vengeance(E or subschool, opzd: N, T), Water(Wtr, opzd {element}, I or N), Winter(C or Mtl, opzd: A or {element if Mtl}, E or {element if Mtl}), Wisdom(T-Enhancement or D, opzd: E, I), Woodlands(Wd, opzd: {element}, N).
 School Specialists have one school(sch) and two opposed(opzd) schools, if multiple schools are offered the character must choose to resolve the choices to sch:1 & opzd:2 schools. Patron spells are added to the character’s spell list when he could normally cast them (rather than at First level). Patron spells and spells with “animal” or “familiar” in the title are not considered opposed school spells.
 Additionally the tutelary wizard can expend any prepared spell, in a non-school spell slot, in order to spontaneously cast one of his patron’s spells of the same level or lower.
◦ Acquiring a patron type alters a wizard’s Arcane School, Spells, and replaces the free Scribe Scroll feat.

Great Power, Greater Expense
 • 4th: Blessed Bane (Su) select an Oracle Curse that you qualify for and thematically fits your patron. Your effective oracle level for the curse is wizard level less 5, minimum 1. Gained spells are added to her spell list as Patron spells at the appropriate level.
 • 9th: Invoke Patron (Su) verbally calling out to your patron (even in a magical silence) you may roll two 1d20 rather than one and take the better result for a saving throw, caster level or concentration check as an interrupt action once per round. If it is not your turn it consumes the swift action on your next turn. You may share this with your familiar in your or an adjacent square but only one creature gains the benefit. This ability is usable [primary casting ability score modifier, minimum 1] times per day. At 14th wizard level this gains a +2 insight bonus with this roll, and at 18th a +4.
 • 14th: Patron Preparation (Su) verbally mumbling to your patron during spell preparation you may reduce the combined cost of applied known metamagics by 1 to prepared spells but cannot go above your normal casting limits. You may apply this ability to your caster level in spell level spells (including the reduced metamagic cost) per day. Thus a wizard 11 may prepare two Third level spells with +2 level known metamagics (cannot exceed Fifth spell level) using 8 of his 11 levels filling two Fourth spell level slots. He could also prepare a Second level spell with two +1 level known metamagics using the remaining 3 levels of ability filling a Third level spell slot. This ability does not combine with traits or other abilities.
◦ This ability replaces the bonus feats a wizard gains at 5th and 15th level.

Should the Tutelary Wizard archetype gain access to Obedience, Celestial Obedience, Deific Obedience, or Fiendish Obedience from another class or prestige class; their alignment must be within one step of their chosen deity, the deity must have a domain which matches or is highly similar to the tutelary wizard’s patron, unique spells are added to the character’s spell list at an appropriate level.


could reduce the obedience to gain no benefit, thus some GM policing isn't required.

The school specialist follows along Sin magic but with some options, so constrained within a patron's theme but not onerous. Just many words...

Restricting the Invoke Patron benefit to one creature (of caster and familiar) may be too severe. Just trying to prevent the djinn from escaping tha lamp. AND THEN I did the example at 11th level when the ability starts at 14th...
{Start Edit} Patron Preparation at "Thus a wizard"
Thus a wizard 14 may prepare two Fifth level spells with +2 level known metamagics (cannot exceed Seventh spell level) using 12 of his 14 levels filling two Sixth spell level slots. He could also prepare a First level spell with two +1 level known metamagics using the remaining 2 levels of ability filling a Second level spell slot. This ability does not combine with traits or other abilities.
{End Edit}

Other than that I'd like to do either Oracle OR Witch, not both. I think it makes it too complicated. It would have been nice to get a psychic skill unlock instead of some abilities... ahh well...

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