Specialist Wizard

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Level Base Attack Bonus Fort Save Ref Save Will Save Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Spells 3 1 -- -- -- -- -- -- -- --
2nd +1 +0 +0 +3 4 2 -- -- -- -- -- -- -- --
3rd +1 +1 +1 +3 4 2 1 -- -- -- -- -- -- --
4th +2 +1 +1 +4 4 3 2 -- -- -- -- -- -- --
5th +2 +1 +1 +4 4 3 2 1 -- -- -- -- -- --
6th +3 +2 +2 +5 4 3 3 2 -- -- -- -- -- --
7th +4 +2 +2 +5 4 4 3 2 1 -- -- -- -- --
8th +4 +2 +2 +6 4 4 3 3 2 -- -- -- -- --
9th +5 +3 +3 +6 4 4 4 3 2 1 -- -- -- --
10th +5 +3 +3 +7 4 4 4 3 3 2 -- -- -- --
11th +6/+1 +3 +3 +7 4 4 4 4 3 2 1 -- -- --
12th +6/+1 +4 +4 +8 4 4 4 4 3 3 2 -- -- --
13th +7/+2 +4 +4 +8 4 4 4 4 4 3 2 1 -- --
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2 -- --
15th +8/+3 +5 +5 +9 4 4 4 4 4 4 3 2 1 --
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2 --
17th +9/+4 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +10/+5 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 4 4 4 4 4 4 4 4 4 4


Alignment: Any.

Hit Die: d4.

Class Skills: The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) ×4.

Skill Points at Each Additional Level: 2 + Int modifier.

Class Features: All of the following are class features of all specialist wizards.

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.

Spells: A wizard casts arcane spells which are drawn from the sorcerer/ wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.

Specialist Bonus: A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.

Specialist Restrictions

  • Abjuration: To become an abjurer, a wizard must select a prohibited school or schools from the following choices: (1) either Conjuration, Enchantment, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy.
  • Conjuration: To become a conjurer, a wizard must select a prohibited school or schools from one of the following choices: (1) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation, or (4) any three schools.
  • Divination: To become a diviner, a wizard must select any other single school as a prohibited school.
  • Enchantment: To become an enchanter, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy.
  • Evocation: To become an evoker, a wizard must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation; or (4) any three schools.
  • Illusion: To become an illusionist, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Enchantment, Evocation, or Transmutation; or (2) both Divination and Necromancy.
  • Necromancy: To become a necromancer, a wizard must select any other single school as a prohibited school.
  • Transmutation: To become a transmuter, a wizard must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; or (4) any three schools.


In addition, each specialist field receives different special attributes as they progress in level.

Abjurer
Bonus Feats: An abjurer gains bonus feats at 10th level and 17th level. These feats may be any metamagic feat, item creation feat, or Spell Mastery.

Penetrating: At 7th level, the Abjurer gains Spell Penetration as a virtual feat. At 14th level, the Abjurer gains Greater Spell Penetration as a virtual feat.


Conjurer
Rapid Summoning (Ex): Any time a conjurer casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Conjurers gain the normal benefits from enhancing a summon monster spell with the Quicken Spell feat.

Enhanced Summoning (Ex): At 1st level, a conjurer gains the Augmented Summoning feat for free.
At 5th level, the conjurer's summoned creatures become particularly tough to dispel. Add 2 to the DC of any caster level check made to dispel the conjurer's summoned creatures. At 15th level, this addition to the DC increases to 4.
At 10th level, the conjurer's summoned creatures gain an additional +2 bonus to Strength and Constitution. At 20th level, these bonuses increase to +4. These bonuses stack with those granted by the Augmented Summoning feat.


Diviner:
Scribe Scroll: Diviners gain Scribe Scroll as a bonus feat at first level.

Bonus Feats: A diviner gains a bonus feat at 5th level, and every five levels thereafter. These feats may be selected from the following feats: any item creation feat, Spell Mastery, Alertness, Blind-fight, Improved Initiative, Lightning Reflexes, Skill Focus (Spot, Listen, or Sense Motive).

Enhanced Awareness (Ex): A diviner adds Sense Motive to her list of class skills. In addition, she gains minor benefits when casting certain divination spells.
She needs only to study an item for 10 minutes (rather than 1 hour) when casting identify.
An arcane eye cast by the diviner travels at 20 feet per round when studying its surroundings (rather than 10 feet per round).
Add +1 to the saving throw DCs of the character's divination spells. (This bonus stacks with the bonus from the Spell Focus and Greater Spell Focus feats.)


Enchanter:
Scribe Scroll: Enchanters gain Scribe Scroll as a bonus feat at first level.

Familiar: Enchanters may call a familiar just a mage or a sorcerer does at first level.

Social Proficiency (Ex): Enchanters are as proficient at manipulating others through mundane means as they are at influencing their minds magically. Add the following skills to the character's list of wizard class skills: Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive. The enchanter also gains a +2 competence bonus on checks involving one of these skills (player's choice) every five levels (5th, 10th, 15th, and 20th). This bonus can only be applied once to each skill.


Evoker:
Scribe Scroll: Evokers gain Scribe Scroll as a bonus feat at first level.

Energy Affinity (Ex): Evokers must choose an energy type (acid, cold, electricity, fire, or sonic). This choice is made upon character creation and cannot be altered thereafter. Any time the character casts an evocation spell with the chosen energy type, she casts the spell as if her caster level were one higher (affecting range, duration, damage, caster level checks, and any other factor influenced by caster level).

Energy Substitution (Ex): An evoker of 5th level or higher can substitute energy of one type for another. When casting a spell that has an energy descriptor (acid, cold, electricity, fire, or sonic), the evoker can change the energy descriptor and the spell's effects to energy of a different type.
Using this ability is a free action that must be declared before the spell is cast. The evoker can use this ability once per day for each five class levels he has attained (1/day at 5th, 2/day at 10th, and so on).


Illusionist:
Scribe Scroll: Illusionists gain Scribe Scroll as a bonus feat at first level.

Chains of Disbelief (Ex): Even if a viewer disbelieves an illusion created by an illusionist and communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saying throws to disbelieve the illusion. Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on a Will saving throw to see objects or creatures that the illusion obscures, although they get a +10 bonus on the saving throw.

Shadow Shaper: An illusionist has a special bond with the Plane of Shadow, and gains several special abilities as he advances in level.
At 1st level, Hide is treated as a class skill for the illusionist.
At 5th level, the illusionist may add his Intelligence modifier (in addition to his Dexterity modifier) to his Hide skill checks.
At 10th level the illusionist's illusions become infused with shadow stuff from the Plane of shadow, making them more realistic and more likely to fool the senses. The save DCs of the illusionist's illusion spells increase by +1. This benefit stacks with similar bonuses, such as from Spell Focus.
At 15th level, the illusionist can hide in plain sight (as the ranger ability, except that the illusionist need not be in natural terrain).
At 20th level, the illusionist gains the ability to blend into shadows. In any condition of illumination that would normally grant the illusionist concealment, he instead gains total concealment (as if he were invisible).


Necromancer:
Scribe Scroll: Necromancers gain Scribe Scroll as a bonus feat at first level.

Familiar: Necromancers may call a familiar just a mage or a sorcerer does at first level.

Undead Apotheosis (Ex): As a necromancer progresses in levels, she gains some of the qualities that typify undead creatures.
At 5th level, the necromancer gains a +2 bonus on all saving throws made to resist sleep, stun, paralysis, poison, or disease. This bonus increases to +4 at 15th level.
At 10th level, the necromancer gains a +4 bonus on saving throws made to resist ability damage, ability drain, or energy drain.
At 20th level, the necromancer gains 25% resistance to critical hits, as the light fortification armor special ability.


Transmuter:
NOTE: Transmuters do not gain bonus spells for being specialist wizards.

Scribe Scroll: Transmuters gain Scribe Scroll as a bonus feat at first level.

Familiar: Transmuters may call a familiar just a mage or a sorcerer does at first level.

Bonus Feats: A transmuter gains bonus feats at 5th level and every five levels thereafter. These feats may be any metamagic feat, item creation feat, or Spell Mastery.

Spell Versatility (Ex): A 5th-level transmuter can adapt magic of other schools to his own style of spellcasting. For every five class levels that the transmuter gains, he can select one spell of any spell level that he has access to and treat it as if it were a transmutation spell. This means, for example, that the specialist can learn the spell normally and even prepare it as a bonus spell from the transmutation school. This spell can even be from a school that he has chosen as a prohibited school. Once a spell is chosen to be affected by this ability, it cannot be changed.
For example, a transmutation specialist using this variant has selected abjuration and necromancy as his prohibited schools. At 5th level, he gains access to 3rd-level spells. He chooses dispel magic and forever after treats dispel magic as if were a transmutation spell.

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