Saturday, February 21, 2015

Campaign Design - The Brigantia March: Duerr's Crossing

Recent History:
Duerr's Crossing is a small settlement in the eastern Brigantia Valley in the foothills of the Berwyn Mountains on the shores of Llyn Lluncaws. Several fast moving mountain streams feed the cold, clear lake, while the Gwynant flows out of it to eventually empty into the Sosamere. The town gets its name from an event that took place nearly a hundred years ago during the Imperial Wars of Succession, when the paladin Duerr, accompanied by Aliane, a priest of Füllar, and Veit, a priest of Wünd, along with a small force of warriors made an opposed crossing of the Gwynant to attack the fortress of the insane alvari sorcerer and despot Ansas Zilvinus. Against terrible odds, the trio of priests and their followers overcame the defenses of Caer Zilvinus, and drove the sorcerer away after the fortress was consumed by a magical calamity. In honor of the three priests, three shrines were erected, which became a minor pilgrimage site for the devout.

Recent years have not been kind to Duerr's Crossing. Although this region long had a reputation as a bountiful one, and Llyn Lluncaws was once renowned for its fine fish, ever since the fall of Caer Zilvinus the soil in the area has been poor for farming and only average for raising sheep, and the fish found in the lake are merely adequate. Many locals suspect that Ansas put some sort of magical curse on the area when he was driven away from it, although no one knows exactly what that curse might have been or how to reverse it. During the war against the Dark Temple in 479 this region was overrun by the invading forces that put many of the inhabitants to the sword, including the Ceorl Casimir and, many believed, all of his family. The pillaged most items of value and burned much of the village, although the holy relics were saved by the quick action of the guardians of the three shrines, an act which cost Gunter, the guardian of the shrine of Wünd, his life. After the war, people slowly returned and newcomers such as the Barkley Brothers took up residence, rebuilding what had been destroyed and resuming life in the hills surrounding the mountain lake. The area is mostly populated by fishermen, shepherds, farmers, trappers, and hunters, all of whom eke a living out of the rocky terrain. The three shrines bring a modest amount of travel through the area, and the wooden bridge across the Gwynant is the best place to cross that stream in the area, resulting in a number of merchants making this location part of their regular travels. The shadow of the ancient fortress looms over the town, too foreboding for any but the bravest local resident to explore, and even then their forays have all been cursory at best. About five years ago an ogre took up residence in the nearby Skulltop Hill, just to the northeast of the town, and had been extorting the residents for mutton and alcohol until the adventuring party known as the Five Daves killed him.

Notable Locations:
Barkley Brothers' Brewery: One of the most prominent businesses in Duerr's Crossing, the Barkley Brothers' Brewery was built just over nine years ago, and was one of the first new structures built in the town after the destruction that took place during the war against the Dark Temple. Two halfling brothers own and operate the local brewery. Clay is the master brewer, while his brother Bert supplies the funding. Due to Bert's relentless marketing and Clay's superior brewing skills, the operation has begun to earn a reputation throughout the Brigantia March. In addition to common ale, they also brew a dark stout, pale ale, and occasional odd flavored ales such as pumpkin ale. A popular local brew is fire ale, brewed with spicy hot peppers and guaranteed to cause heartburn, even in dwarves.

The Druid’s Circle: In the middle of Llyn Lluncaws, on a small wooded island named Ynys Digon, are seven massive stone monoliths arranged in a druid’s circle. The stone circle is centuries old, and was once an important site for worship of the y'Grym, but the power that it once held seems to have been exhausted. The circle is still tended by an order of druids that monitors the region represented by a druid named Sheryn-ella who maintains the circle - tending the vegetation, harvesting wild mistletoe, and performing a few blessings.

Kerwin’s Outfitters: Kerwin Krell maintains this busy outfitting and supply shop, providing equipment and rations for passing merchants. Kerwin stocks most of the standard adventuring gear listed in the Player's Handbook that is under 30 shillings in price, not including alchemical items, but including healing herbs, but prices are 25% higher than listed. Kerwin also maintains a limited supply of simple weapons and armor, with a stock that fluctuates, usually depending upon what salvage parties of adventurers have brought to him.

Merriweather Manor: Located on the shores of Llyn Lluncaws across from Caer Zilvinus, Merriweather Manor is the largest and most prosperous farm in or around Duerr’s Crossing. It is owned by Duncan Merriweather, the unofficial ruling authority in the town who is referred to as "Elder” Duncan.

The Merry Trio Inn: One of Duerr’s Crossing’s largest buildings, the Merry Trio Inn is a welcome sight to tired travelers. The inn is owned by Barliman, a halfling who settled in the village years ago when his fragile health made life on the road unfeasible. Though the inn was destroyed during the war against the Dark Temple, Barliman returned shortly thereafter and was one of the first to rebuild. The inn boasts a massive common room with full food-service, and eight guest chambers, including three sized for smaller guests. A trio of attractive sisters, Darly, Dayla, and Dayl, act as serving maids. Dayl was recently kidnapped by the ogre of Duerr's Crossing, but was rescued by the adventuring party known as the Five Daves.

Nerenthos’ Tower: Located to the northeast of town is a single stone tower owned by the reclusive wizard Nerenethos, who lives there with his apprentice Anya. Nerenthos came to Duerr's Crossing so long ago that even the oldest residents of the town don't recall a time before he lived there. During the war against the Dark Temple, raiders destroyed almost every structure in the town, but left Nerenthos' tower alone, leading many to suspect that he made a deal with the invaders. The wizard is often away traveling and while he is gone he locks it by both magical and mundane means, so not even his apprentice can get inside.

Shrine of Forseti: The shrine of Forseti is the most prominent and well-maintained of the three shrines in Duerr's Crossing because Duerr himself is an important figure for the Church of Forseti in the Brigantia Valley. His crossing of the Gwynant was not the most important act attributed to this legendary paladin, but it is one of the most memorable ones. The shrine's most holy relic is a golden censer, allegedly used by Duerr himself when he communed with Forseti for guidance. Oeric is the keeper of this shrine, and in addition to collecting donations from pilgrims, he sells holy water and heals those who come to him for aid.

Shrine of Füllar: The shrine of Füllar is located on the edge of Duerr's Crossing, mostly so it could be located on a small hill, the better to observe the stars. The shrine is maintained by an elderly gnome named Wini who also works as an alchemist. The shrine's most prized relic is a prayer rug, supposedly used by Aliane when he read the stars the provide counsel to Duerr as to the most opportune time to attack Caer Zilvinus.

Shrine of Wünd: This shrine had fallen into disuse, as there had been no one to look after it for many years following the invasion of 479 as the previous keeper was killed by the evil army and no one took his place. This changed about two years ago when Horst, a dwarf from Hartzstadt settled in Duerr’s Crossing and began caring for the shrine. The shrine doesn’t much look like a religious building, as Horst has built a smithy and clockworks next to the site, and has taken up the role of local blacksmith as well as his religious duties. The most prized relic of the shrine is a stone idol carved into a likeness of Wünd that is reputed to have been Veit’s own holy symbol.

Village Watch: Although Duerr’s Crossing is small, and maintains no significant military presence, it does have two dedicated officers - Sergeant Cale and Corporal Owen - who lead the local militia when it is called upon, maintain the small stock of military equipment possessed by the village, and generally try to keep law and order, mostly involving dealing with travelers who have had just a little too much Barkley Brothers ale. Though they are competent, they are not heroes, and they are well aware of the limitations of their citizen militia.

Notable People in Duerr's Crossing:
Barliman: Barliman is a very fat halfling who speaks with a slight wheeze, but is extremely gregarious and affable. He owns and runs the Merry Trio Inn, serving a selection of ales, mostly brewed by the Barkley Brothers, and a plain but hearty menu heavy on mutton and fish.

Bert Barkley: While Clay is happy so long as he can brew beer, Bert is the face and wallet behind the business. A friendly and engaging halfling, Bert has made friends with most of the merchants and innkeepers in the Brigantia Valley, convincing them to purchase regular shipments of the brothers' brew. Bert originally made the fortune that allowed him to finance his brother's dream working as a master locksmith, a profession he has mostly given up, although he does still sometimes undertake commissions.

Clay Barkley: Clay is the master brewer of Berkley Brothers' Brewery. He is an unassuming halfling with a deep and abiding love for beer. Unlike his brother, Clay is a relatively private individual, content to be left alone to perfect his ales. By most accounts Clay is somewhat dull unless one enjoys talking about beer, talking about brewing beer, or talking about drinking beer.

Corporal Owen: Owen is relatively slightly built for a warrior, but she is a deadly shot with a longbow and a veteran of the war against the Dark Temple. Although not particularly outspoken, Owen is a loyal and hardworking soldier, serving as a capable second to Sergeant Cale.

Duncan Merriweather: "Elder" Merriweather is in his mid-forties, but looks much older. During the war in 479, he and many of the other residents in the town were forced to flee into the hills for safety with nothing better than cold, damp caves for shelter. During his time as a refugee, Duncan became deathly ill, and although he recovered, his health was permanently damaged. Merriweather is one of the wealthiest men in Duerr’s Crossing, owning and running a large farm that raises cattle, sheep, hogs, wheat, and barley. His farm is also the primary source of hops for the Barkley Brothers Brewery. Because of his physical frailty and the relative youth of his two sons, Duncan employs several villagers as farm hands to help run the manor. Despite his illness, Duncan is charismatic, persuasive, and as a result he is well-liked in the village. He is also remarkably well-informed, making it his business to know everyone who passes through and everything that goes on in Duerr’s Crossing.

Horst: Horst is a relatively young dwarf who is somewhat lead-footed and grumpy, but has a reputation as being honest and fair-minded. He came to Duerr’s Crossing about two years ago and set up shop, going to work crafting horseshoes and clockwork creations. He is somewhat dour, but the villagers have come to respect his talents as a blacksmith and are mostly bemused by the various clockwork toys he assembles. Horst spends much of his time shoeing horses, mending broken tools, and doing the various other mundane tasks that a village blacksmith does. He has cleaned up the shrine, and does what is necessary to maintain it.

Kerwin Krell: Kerwin is a short, aging human with salt-and-pepper hair and a bad comb over who runs Kerwin's Outfitters. He wears simple clothes, and always greets customers with a forced smile. He is closed mouthed and stand-offish, but has a reputation as a sharp trader and shrewd negotiator.

Kethos: A tall, thin, cadaverous man with a bald head, Kethos is a priest from the distant land of Kestille who moved into Duerr's Crossing just over a year ago. He is dedicated to the faith of Arrioism, which has some unorthodox ideas such as paying homage to the an entity called "the Founder" instead of any specific deity, or even the y'Grym – pointing to the less than bountiful nature of the lake and the lands surrounding it as an indication that the people are not properly honoring the divine in the way they should. Kethos further claims that the somewhat recent depredations of the Dark Temple were divine judgment. Kethos has not been popular, and most people in Duerr's Crossing still worship the gods of their fathers and neighbors. He has erected a small shrine on the edge of town, but it is rarely visited. The adventuring party known as the Five Daves found evidence implicating Kethos in a plot to steal the relics of the three shrines in Duerr's Crossing and the druid's circle on Ynys Digon, and the priest fled for parts unknown.

Nerenthos: Nerenthos is a wizard who has lived in Duerr's Crossing for several decades. He travels often, telling no one where he is going, and often not telling anyone when he will return, bot even his apprentice Anya. Many rumors circulate concerning Nerenthos, but the truth is, almost no one knows anything about him. He is somewhat paranoid, to the point that when he does travel he locks even his own apprentice out of his tower, arranging for her to stay at the Merry Trio Inn for the duration of his absence.

Oeric: Oeric is the keeper of the Shrine of Forseti. He is a large, somewhat portly middle-aged man with a bald head and a full brown beard that is salted with gray, he is friendly and happy to tell anyone about the significance of the shrine and Duerr's actions in the area, embellishing the tales with a practiced flair. He is something of a history buff, steeped in the lore of his faith and the historical events of the region.

Sergeant Cale: Cale earned his position during the war against the Dark Temple when he was instrumental in helping most of the citizenry survive the raid by leading them into the hills surrounding the town. Cale is regarded as a good judge of character, and many locals regard those who he disapproved of with disdain.

Sheryn-ella Sheryn-ella is a khülen druid who maintains the druid circle on Ynys Digon, pruning the vegetation and collecting mistletoe during the full moon. She is a lithe figure, barely five feet tall, with long auburn hair and large green eyes. She speaks in a soft, soothing tone, and often hums to herself while working. As one of the religious leaders of the community, she is respected, but due to her somewhat isolated location on Ynys Digon and somewhat reclusive nature, little is known about her.

Tarik: Tarik is a grouchy retired adventurer who has seen sixty winters. Years ago, he lost his right arm when he foolishly confronted the local ogre shortly after it settled in the nearby cave. Although the single club swipe destroyed his arm, Tarik managed to wound the creature enough to send it retreating to its lair. Meanwhile, Tarik amputated his own arm and bound his wounds. He settled down to become a woodsman, fisherman, and woodcarver. Most villagers fear him but he seems like a mostly harmless old man full of tall tales and all kinds of advice.

Wini: Wini is a relatively old gnome and advanced age has made him somewhat frail, although his gnomish nature makes him still tough and reasonably agile. He maintains the shrine of Füllar in Duerr's Crossing, and has done so for decades, with only the interruption of the war against the Dark Temple interfering with his watch. As a devotee of Füllar (and a gnome), he is keenly interested in arcane knowledge, but he makes his living by making and selling alchemical items of all kinds, usually healing salves and other restorative concoctions.

Other People in Duerr's Crossing:
Note: Although most of these individuals are not considered to be very important in the community, they are available if a player wants to play a character who is a local or can serve as a cohort if someone chooses to take the Leadership feat.

Anya: Anya is a young, red-headed woman who is also Nerenthos' apprentice. While he is reclusive, Anya loves to talk, to anyone, about anything. She prefers to talk about magic, and just how great a wizard she plans on becoming someday. If nobody will listen to her, she’ll even talk to herself, just to break the silence. She will, however, refuse to answer herself. That’s where she draws the line. She has been Nerenthos’ apprentice for nearly two years now. Nerenthos hasn’t taught her much yet, but any day now she’ll be wielding mighty incantations. She hopes. Actually, she spends most of her time cooking meals, sweeping the tower, and washing laboratory glassware.

Bowen: The son of a herdsman, Bowen is from the hills outside of Duerr's Crossing. Since it is the closest settlement to his family's land, he calls it home – and is willing to die to protect it. Although Bowen still assists with tending his family's sheep herds, he makes his living as a woodman, trapper, and wilderness guide. He is adept at setting a snare for the most cunning boar, and know the region around Duerr's Crossing like the back of his calloused hand. Bowen is a quiet individual and speaks in a low monotone voice. He is awkward in town and around other people; preferring to sleep under the stars in the company of animals. This gruff attitude tends to rub people the wrong way, but he means them no harm or disrespect.

Bec: Bec's full name is Becarus Delaurentis Corbin, but everyone calls him Bec. He is a simple fisherman's son in a six-foot-six-inch, 250 pound frame. Bec isn’t the sharpest tool in the shed, and he lacks basic social skills and etiquette. What he lacks, Bec makes up for in brute strength and endurance. If there is heavy labor or a menial task to be done, he is the man. Tasks that require finesse and dexterity, on the other hand, are not his forte: He often breaks tools with his gnarled, powerful hands. Such duties are best left to others. Bec’s father once asked him to scale some fish, and the mangled remains were completely unsuable. Ever since, he shied away from such delicate work. Shortly after his eighteenth birthday, Bec joined the local militia. He enjoys taking orders, and has no desire to climb the ranks of leadership. Although not very comfortable with most weapons, he makes up for formal training with the strength of a bull. The militia taught Bec the basics of wearing and caring for armor, but he disdains most, as they are always tight in the chest and arms and downright uncomfortable. Bec is boisterous, but prefers to use short sentences and simple words. Other folks often confuse him with fancy words and such. Often he feigns understanding, and they tend to leave him be. He is naive and trusting, and quite shy around pretty women.

Ser Tewdric Casmir: "Ser" Tewdric recently returned to town. The last surviving son of Ceorl Cerdric Casmir, the ruler of these lands many years ago who was killed by the forces of the Dark Temple in the Winter War a decade ago, Tewdric has returned to assert his claim to his family manor and prove himself worthy to follow in his father's footsteps and gain lordship over this region. Though Tewdric uses the honorific "Ser", he isn't technically a ceorl, but he figures that if his father was one, he should be treated as one as well. He is bold and confident, in his opinion he is a born leader, and someone needs to lead the villagers. Having grown used to managing their own affairs for the last decade, the inhabitants of Duerr's Crossing are mostly sympathetic to Tewdric for his lost family, but not particularly enthusiastic about the idea of being ruled by an appointed lord.

Newt: Newt's father was a locksmith, and he insisted that Newt follow in his footsteps. But Newt found locksmithing boring, and he left home to travel and discover what he wanted to do with his life. During that time, Newt has had many jobs including jester, manure shoveler, and short order cook, to name a few. Newt finally discovered that he enjoyed alchemy. It is dangerous, profitable, and yields fascinating items that make life easier. He also knows the innards of most locks. Newt speaks very fast and has a habit of rubbing his hands together. He is fascinated by magic and those who wield it, but believes that alchemy can achieve similar results. Newt craves riches, hoping to someday invest in a lab and hire an assistant who would free Newt up to pursue research and development. Newt has many alchemical ideas he wishes to explore, and carries a small notebook with him in case inspiration strikes while he is on the road.

Mischa: Mischa is a khülen priestess of Syfa called the Witch of the Wood by some ignorant folk in Duerr's Crossing. Many villagers clearly fear her divine connection with nature, which suits Mischa fine. She is introverted and prefers to be left alone to obtain an inner peace with nature. She is mysterious and aloof, if not downright haughty at times. Years of self-imposed exile have given her a dour, pessimistic view of most situations. In addition to wielding spells to aid nature's children, she is also quite adept at wilderness lore, able to track a fox through a rainstorm and mix herbs to make healing poultices and salves. She usually expects nothing in return for her aid, as money is mostly useless to her. Acceptance for who she is and a return of the natural balance is all she needs to be content.

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Wednesday, February 4, 2015

Campaign Design - Base Classes: Basic Familiar Statistics

The following is a list of statistics blocks for many of the kinds of animals called by sorcerers and wizards as familiars. This list is not exhaustive - almost any animal with the same general characteristics as those listed here would be suitable as familiars. Note that the statistics listed here don't include the bonuses these animals would get for actually being a familiar. To add those benefits, consult the familiars page.

Bat; CR 110; Diminutive animal; Str 1, Int 2, Wis 14, Dex 15, Con 10, Cha 4; HD ¼d8; hp 1; Fort +2, Ref +4, Will +2; Init +2; Speed 5 feet, fly 40 feet (good); Face/Reach 1 feet by 1 feet/0 feet; AC 16 (+4 size, +2 Dex); BAB/Grapple +0/-17; Attack none; SQ Low-light vision, blindsense 20 feet; Feats and Skills: Skill Augmentation (Listen and Spot), Hide +14, Listen +8 (+4 if it loses blindsense), Move Silently +6, Spot +8 (+4 if it loses blindsense).

Cat; CR ¼; Tiny animal; Str 3, Int 2, Wis 12, Dex 15, Con 10, Cha 7; HD ½d8; hp 2; Fort +2, Ref +4, Will +1; Init +2; Speed 30 feet; Face/Reach 2½ feet by 2½ feet/0 feet; AC 16 (+4 size, +2 Dex); BAB/Grapple +0/-12; 2 claws +4 melee (1d2-4, piercing and slashing, 20 x2) and bite -1 melee (1d3-4, bludgeoning, piercing, and slashing, 20 x2); SQ Low-light vision, scent; Feats and Skills: Skill Augmentation (Hide and Move Silently), Weapon Finesse, Balance +10, Climb +6, Hide +16 (+20 in areas of tall grass or undergrowth), Jump +10, Listen +3, Move Silently +8, Spot +3.

Dog; CR 13; Small animal; Str 13, Int 2, Wis 12, Dex 17, Con 15, Cha 6; HD 1d8+2; hp 6; Fort +4, Ref +5, Will +1; Init +3; Speed 40 feet; Face/Reach 5 feet by 5 feet/5 feet; AC 15 (+1 size, +3 Dex, +1 natural); BAB/Grapple +0/-3; Bite +2 melee (1d4+1, bludgeoning, piercing, and slashing, 20 x2); SQ Low-light vision, scent; Feats and Skills: Skill Augmentation (Listen and Spot), Track, Jump +7, Listen +5, Spot +5, Survival +1 (+5 when tracking by scent).

Fox; CR ¼; Tiny animal; Str 10, Int 2, Wis 12, Dex 18, Con 13, Cha 7; HD 1d8+1; hp 3; Fort +3, Ref +6, Will +1; Init +4; Speed 40 feet; Face/Reach 2½ feet by 2½ feet/0 feet; AC 17 (+2 size, +4 Dex, +1 natural); BAB/Grapple +0/-8; Bite +6 melee (1d3, bludgeoning, piercing, and slashing, 20 x2); SQ Scent; Feats and Skills: Skill Augmentation (Listen and Spot), Weapon Finesse, Hide +4, Listen +6, Move Silently +4, Spot +4, Swim +2, Survival +1 (+5 when tracking by scent).

Hare; CR -; Tiny animal; Str 3, Int 2, Wis 12, Dex 18, Con 11, Cha 7; HD ½d8; hp 2; Init +4; Fort +2, Ref +6, Will +1; Speed 30 feet; Face/Reach 2½ feet by 2½ feet/0 feet; AC 16 (+2 size, +4 Dex); BAB/Grapple +0/-12; Attack none; SQ Scent; Feats and Skills: Run, Hide +5, Jump +12, Listen +8, Spot +2.

Hawk; CR 13; Tiny animal; Str 6, Int 2, Wis 14, Dex 17, Con 10, Cha 6; HD 1d8; hp 4; Init +3; Fort +2, Ref +5, Will +2; Speed 10 feet, fly 60 feet (average); Face/Reach 2½ feet by 2½ feet/0 feet; AC 17 (+2 size, +3 Dex, +2 natural); BAB/Grapple +0/-10; Talons +5 melee (1d4-2, piercing and slashing, 20 x2); SQ Low-light vision; Feats and Skills: Skill Augmentation (Listen and Spot), Weapon Finesse, Listen +4, Spot +16.

Lizard; CR 16; Tiny animal; Str 3, Int 1, Wis 12, Dex 15, Con 10, Cha 2; HD ½d8; hp 2; Init +2; Fort +2, Ref +4, Will +1; Speed 20 feet, climb 20 feet; Face/Reach 2½ feet by 2½ feet/0 feet; AC 14 (+2 size, +2 Dex); BAB/Grapple +0/-12; Bite +4 melee (1d4-4, bludgeoning, piercing, and slashing, 20 x2); SQ Low-light vision; Feats and Skills: Skill Augmentation (Hide and Move Silently), Weapon Finesse, Balance +10, Climb +12 (can always take 10 on Climb checks, even when threatened), Hide +12, Listen +3, Move Silently +4, Spot +3.

Mouse; CR -; Fine animal; Str 2, Int 2, Wis 12, Dex 14, Con 10, Cha 3; HD ¼d8; hp 1; Init +2; Fort +2, Ref +4, Will +1; Speed 15 feet, climb 15 feet; Face/Reach ½ feet by ½ feet/0 feet; BAB/Grapple +0/-21; AC 20 (+8 size, +2 Dex); Attack none; SQ Scent; Feats and Skills: Skill Focus (Listen), Balance +10, Climb +10 (can always take 10 on Swim checks, even when threatened), Hide +26, Listen +4, Move Silently +10.

Otter; CR -; Tiny animal; Str 3, Int 2, Wis 12, Dex 15, Con 10, Cha 7; HD ½d8; hp 2; Init +2; For +2, Ref +4, Will +1; Speed 20 feet, swim 20 feet; Face/Reach 2½ feet by 2½ feet/0 feet; BAB/Grapple +0-12; AC 14 (+2 size, +2 Dex); Attack none; SQ Scent; Feats and Skills: Skill Focus (Swim), Hide +14, Move Silently +6, Swim +13 (can always take 10 on Swim checks, even when threatened).

Owl; CR ¼; Tiny animal; Str 4, Int 2, Wis 14, Dex 17, Con 10, Cha 4; HD 1d8; hp 4; Init +3; Fort +2, Ref +5, Will +2; Speed 10 feet, fly 40 feet (average); Face/Reach 2½ feet by 2½ feet/0 feet; AC 17 (+2 size, +3 Dex, +2 natural); BAB/Grapple +0/-11; Talons +5 melee (1d4-3, piercing and slashing, 20 x2); SQ Low-light vision; Feats and Skills: Skill Augmentation (Listen and Spot), Weapon Finesse, Listen +14, Move Silently +17, Spot +6 (+14 in areas of shadowy illumination).

Raccoon; CR 13; Tiny animal; Str 12, Int 2, Wis 12, Dex 17, Con 14, Cha 5; HD 1d8+2; hp 6; Init +3; Fort +4, Ref +5, Will +1; Speed 30 feet; Face/Reach 2½ feet by 2½ feet/0 feet; AC 16 (+2 size, +3 Dex, +1 natural); BAB/Grapple +0/-7; Bite +2 melee (1d4+1, bludgeoning, piercing, and slashing, 20 x2); SQ Scent; Feats and Skills: Skill Focus (Sleight of Hand), Weapon Finesse, Hide +6, Listen +5, Move Silently +10, Spot +4, Sleight of Hand +6, Swim +2.

Rat; CR 18; Tiny animal; Str 2, Int 2, Wis 12, Dex 15, Con 10, Cha 2; HD ¼d8; hp 1; Init +2; Fort +2, Ref +4, Will +1; Speed 15 feet, climb 15 feet, swim 15 feet; Face/Reach 2½ feet by 2½ feet/0 feet; AC 14 (+2 size, +2 Dex); BAB/Grapple +0/-12; Bite +4 melee (1d3-4, bludgeoning, piercing, and slashing, 20 x2); SQ Low-light vision, scent; Feats and Skills: Skill Augmentation (Hide and Move Silently), Weapon Finesse, Balance +10, Climb +12 (can always take 10 on Climb checks, even when threatened), Hide +16, Move Silently +10, Swim +10 (can always take 10 on Swim checks, even when threatened).

Raven; CR 16; Tiny animal; Str 1, Int 2, Wis 14, Dex 15, Con 10, Cha 6; HD ¼d8; hp 1; Init +2; Fort +2, Ref +4, Will +2; Speed 10 feet, fly 40 feet (average); Face/Reach 2½ feet by 2½ feet/0 feet; AC 14 (+2 size, +2 Dex); BAB/Grapple +0/-13; Claws +4 melee (1d2-5, piercing and slashing, 20 x2); SQ Low-light vision; Feats and Skills: Skill Augmentation (Listen and Spot), Weapon Finesse, Listen +5, Spot +7.

Shadow; CR 3; Medium outsider (native); Str -, Int 6, Wis 12, Dex 14, Con -, Cha 13; HD 3d12; hp 19; Init +2; Fort +2, Ref +4, Will +1; Speed 30 feet; Face/Reach 5 feet by 5 feet/5 feet; AC 13 (+2 Dex, +1 deflection); BAB/Grapple +1/+1; incorporeal touch +3 melee (1d6, negative energy, 20 x2); SQ Darkvision 60 feet, incorporeal (immune to all nonmagical attack forms, 50% change to ignore magical attacks from a corporeal source, can pass through objects, cannot trip of grapple or be tripped or grappled, cannot take physical action tom move or manipulate any physical object, has no weight, can move completely silently if it desires); Feats and Skills: Hide +8, Listen +7, Search +4, Spot +7. Note: Only a shadowsworn of 4th level or higher may have a shadow familiar.

Skunk; CR ¼; Tiny animal; Str 8, Int 2, Wis 12, Dex 12, Con 11, Cha 5; HD ½d8; hp 2; Init +1; Fort +2, Ref +4, Will +1; Speed 30 feet; Face/Reach 2½ feet by 2½ feet/0 feet; AC 14 (+2 size, +2 Dex); BAB/Grapple +0/-9; Bite +3 melee (1d3-1, bludgeoning, piercing, and slashing, 20 x2); SQ Scent, musk (10 foot range, +4 ranged touch attack, on hit target must make a DC 14 Fortitude save or be nauseated for 1d4 rounds); Feats and Skills: Weapon Finesse, Weapon Focus (Musk), Climb +4, Hide +10, Listen +5, Move Silently +7, Spot +4.

Snake, tiny viper; CR 13; Tiny animal; Str 4, Int 1, Wis 12, Dex 17, Con 11, Cha 2; HD ¼d8; hp 1; Init +7; Fort +2, Ref +5, Will +1; Speed 15 feet, climb 15 feet, swim 15 feet; Face/Reach 2½ feet by 2½ feet/0 feet; AC 17 (+2 size, +3 Dex, +2 natural); BAB/Grapple +0/-11; Bite +5 melee (1 plus poison, bludgeoning, piercing, and slashing, 20 x2); SQ Scent, poison (on bite, initial and secondary damage 1d6 Con, Fortitude save DC 10 negates); Feats and Skills: Improved Initiative, Weapon Finesse, Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7.

Squirrel; CR -; Diminutive animal; Str 2, Int 2, Wis 12, Dex 16, Con 11, Cha 4; HD ¼d8; hp 1; Init +3; Fort +2, Ref +5, Will +1; Speed 10 feet, climb 15 feet; Face/Reach 1 foot by 1 foot/0 feet; AC 17 (+4 size, +3 Dex); BAB/Grapple +0/-17; Attack none; SQ Scent; Feats and Skills: Skill Focus (Climb), Climb +18 (can always take 10 on Climb checks, even when threatend), Hide +22, Move Silently +11, Listen +9.

Toad; CR 110; Diminutive animal; Str 1, Int 1, Wis 14, Dex 12, Con 11, Cha 4; HD ¼d8; hp 1; Init +2; Fort +2, Ref +4, Will +1; Speed 20 feet, climb 20 feet; Face/Reach 2½ feet by 2½ feet/0 feet; AC 14 (+2 size, +2 Dex); BAB/Grapple +0/-17; Attack none; SQ Low-light vision, amphibious; Feats and Skills: Skill Augmentation (Listen and Spot), Hide +21, Listen +4, Spot +4.

Weasel; CR ¼; Tiny animal; Str 3, Int 2, Wis 12, Dex 15, Con 10, Cha 5; HD ½d8; hp 2; Init +1; Fort +2, Ref +3, Will +2; Speed 5 feet; Face/Reach 1 foot by 1 foot/0 feet; AC 15 (+4 size, +1 Dex); BAB/Grapple +0/-12; Bite +4 melee (1d3-4, bludgeoning, piercing, and slashing 20 x2); SQ Low-light vision, scent, attach (on hit, attaches to opponent and automatically deals bite damage every round, weasel loses Dex bonus to AC when attached, can be attacked or grappled, opponent must pin the weasel to remove it); Feats and Skills: Skill Augmentation (Balance and Escape Artist), Weapon Finesse, Balance +12, Climb +10 (can always take 10 on Climb checks, even when threatened), Escape Artist +4, Hide +11, Move Silently +8, Spot +3.

Home     Base Classes     Familiars

Arcane Engineer     Shadowsworn     Sorcerer     Wizard

Tuesday, February 3, 2015

Campaign Design - Base Classes: Familiars

Gaining a Familiar
An arcane engineer, generalist wizard, hexblade, shadowsworn, or sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 shillings. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion or servant. The sorcerer or wizard chooses the kind of familiar he gets. As the sorcerer or wizard advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by its master, the master must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer or wizard level; success reduces the loss to one-half that amount. However, the master's experience total can never go below 0 as a result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and a day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that gains a familiar may only have one familiar at a time. Class levels in classes that grant a familiar stack for determining the powers of the familiar that depend upon the master's level.

Familiars
Familiars are magically linked to their masters. In some sense, the familiar and the master are practically one being. Unless otherwise augmented, a familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Normally, only a normal, unmodified animal may become a familiar, meaning a druid/sorcerer could not normally use her animal companion as a familiar.

A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Familiar
Special
BatMaster gains a +3 bonus on Listen checks
CatMaster gains a +3 bonus on Move Silently checks
DogMaster gains a +3 bonus on Sense Motive checks
FoxMaster gains a +2 bonus on Reflex saves
HareMaster gains a +3 bonus on Listen checks
HawkMaster gains a +3 bonus on Spot checks in bright light
LizardMaster gains a +3 bonus on Climb checks
MouseMaster gains a +3 bonus on Hide checks
OtterMaster gains a +3 bonus on Swim checks
OwlMaster gains a +3 bonus on Spot checks in shadows
RaccoonMaster gains a +3 bonus on Sleight of Hand checks
RatMaster gains a +2 bonus on Fortitude saves
Raven1Master gains a +3 bonus on Appraise checks
Shadow2None
SkunkMaster gains immunity to the skunk's musk attack
Snake3Master gains a +3 bonus on Bluff checks
SquirrelMaster gains a +2 bonus on Reflex saves
ToadMaster gains a +3 hit points
WeaselMaster gains a +2 bonus on Reflex saves
1 A raven familiar can speak one language of its master's choice as a supernatural ability.
2 Only a 4th level or higher shadowsworn may have a shadow as a familiar.
3 A tiny viper.

Familiar Basics: Use the base statistics for a creature of the familiar's kind as given in the Monster Manual (or as presented here), but make the following changes:
  • Hit Dice: For the purpose of effects related to the number of Hit Dice, use the master's character level or the familiar's normal Hit Dice total, whichever is higher.
  • Hit Points: The familiar has one-half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
  • Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Strength or Dexterity modifier, whichever is greater, to get the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.
  • Saving Throws: For each saving throw, use either the familiar's base save bonus or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers for saves, and it does not share any of the other bonuses that the master might have on saves (from magic items or feats, for example).
  • Skills: For each skill in which either the master or the familiar has ranks, use the normal skill ranks for an animal of that type or the master's skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills (such as Craft) may remain beyond the familiar's ability to use.
Familiar Abilities: All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
Master Class Level
Natural Armor Adjustment
Intelligence
Special
1st-2nd+16
Skill Augmentation (Listen and Spot), improved evasion, share spells, empathic link
3rd-4th+27
Deliver touch spells
5th-6th+38
Speak with master
7th-8th+49
Speak with animals of its kind
9th-10th+510
-
11th-12th+611
Spell resistance
13th-14th+712
Scry on familiar
15th-16th+813
-
17th-18th+914
-
19th-20th+1015
-

Familiar Ability Descriptions: The abilities listed on the familiar ability table have the following effects:
  • Natural Armor Adjustment: The number noted here is an improvement to the familiar's existing natural armor bonus. It represents the preternatural toughness of a spell-caster's familiar.
  • Intelligence: The familiar's Intelligence score. Familiars are as smart as people, though not necessarily as smart as smart people.
  • Skill Augmentation (Listen and Spot) (Ex): The presence of the familiar sharpens its master's senses. When the familiar is within arm's reach, the master gains the Skill Augmentation (Listen and Spot) feat.
  • Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex save for half damage, a familiar takes no damage if it makes a successful saving throw, and half damage even if the saving throw fails.
  • Share Spells: At the master's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within five feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar's type.
  • Empathic Link (Su): The master has an empathic link with his familiar out to a distance of 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the nature of the link, only general emotional content (such as fear, hunger, happiness, or curiosity) can be communicated. Not that the low Intelligence of a low-level master's familiar limits what the creature is able to communicate or understand, and even intelligent familiars see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the master has the same connection to an item or place that his familiar does.
  • Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. if the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher". The familiar can then deliver the touch spell just as the master could. If the master casts another spell before the touch is delivered, the touch spell dissipates.
  • Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
  • Speak With Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): Bats with bats, dogs with dogs and wolves, rats and mice with rodents, cats with felines, hawks, owls, and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures of the family Mustelidae, and so on. Such communication is limited by the intelligence of the conversing creatures.
  • Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spell-caster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
  • Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Familiar Feats
Wizards and sorcerers can acquire a number of feats relating to their familiars. These feats generally improve the abilities of the familiar, making it more useful to its master, but unless otherwise noted they are usually only available to a wizard or a sorcerer with a familiar.

Familiar Growth
Familiars normally develop powers and abilities as their masters grow in strength. The mystical bond between familiar and master strengthens with time and proximity. While this connection is more than enough for many sorcerers and wizards who would rather devote their time and energy to personal development, some grow to value their familiars as companions and friends. Some mages merely come to understand their familiar's utility and seek to further increase the abilities of this valuable asset. In either case, it is possible for a character to channel some of his life energy into his familiar, giving it extraordinary powers and abilities.

A familiar always grows through its master's gifts and does not gain experience on its own. The master chooses how much experience goes to the familiar, and when. The familiar's master must perform a ritual requiring magical materials costing 100 shillings per 1,000 experience points to be transferred. The master cannot take back experience given to a familiar, nor can a master give so much experience that it would cause him to lose a level. If the mage chooses to give his familiar fewer experience points than necessary for the desired effect, those experience points will reside within the familiar until the transfer is complete. There is no limit to the amount of time between rituals. if the familiar or his master dies, the unspent experience points are lost, even if the master is brought back to life.

Some granted abilities allow a familiar to grant a bonus to its master. Others aid the familiar itself. To provide its master with a bonus, the familiar must be within 5 feet of the master. These bonuses do not stack. In all special power descriptions, the term "master level" refers to the arcane class level of the familiar's master. All abilities are supernatural unless otherwise noted.
  • Alternate Form: The familiar has a single alternate form, which can be any object of the same size as the creature. The form must be chosen when the ability is granted. The familiar can hold this form as long as it wants. Changing into an object negates any other bonuses usually given to the master even if it is within 5 feet. Experience Point Cost: 300.
  • Blindsight: The familiar gains blindsight to a range of 30 feet. Experience Point Cost: 500.
  • Blink: The familiar can blink in and out of the ethereal plane as per the blink spell. The familiar can use this ability three times per day, and each use lasts for 1 round per master level. Experience Point Cost: 720.
  • Breath Weapon: The familiar has a breath weapon of any type (acid, cold, electricity, fire, or sonic) that causes 3d6 points of damage (Reflex save DC 14 for half damage). The breath weapon may be used three times per day. The master must decide what type of damage and the shape of the attack (15 foot cone or 30 foot line) at the time it is bestowed. If the familiar is of an elemental type, the breath weapon must be of an energy type associated with their element (acid for earth, cold for ice or water, electricity or sonic for air, and fire for fire). Experience Point Cost: 750.
  • Breathe Air: The familiar can breathe air in addition to its normal respiration. Experience Point Cost: 720.
  • Breathe Water: The familiar can breathe in water in addition to its normal respiration. Experience Point Cost: 720.
  • Burrow: The familiar can dig and burrow through the ground, gaining a movement rate of burrow 15 feet. This is an extraordinary ability. Experience Point Cost: 100.
  • Constrict: On a successful grapple check, the familiar can crush an opponent of its size category or smaller, dealing twice its normal unarmed damage. This is an extraordinary ability. Experience Point Cost: 100.
  • Corporeal: The familiar may become corporeal twice per day for up to one minute at a time. The familiar must be naturally incorporeal to gain this ability. Experience Point Cost: 250.
  • Cute: The familiar has an otherworldly beauty about it that make it seem adorable. This mild Enchantment effect gives it a +2 bonus on its NPC reaction rolls. Any creature with hostile intentions towards the familiar must roll a Will save (DC 10) to attack it. Experience Point Cost: 250.
  • Damage Reduction: The familiar gains damage reduction 5/+1. Experience Point Cost: 300.
  • Darkvision: The familiar gains darkvision up to 60 feet. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 400.
  • Disease: The familiar carries a viral infection that is transmitted through its primary attack. The disease has a one minute incubation period and causes 1d4 temporary Constitution damage. The Fortitude save to resist the infection is DC 12. Experience Point Cost: 200.
  • Displacement: The familiar gains the ability to appear as if under the effect of a displacement spell. It may activate this ability at will as a move-equivalent action. Experience Point Cost: 1,200.
  • Energy Drain: The familiar's primary attack inflicts one negative level in addition to normal damage. The Fortitude save to remove the negative level is DC 12. Experience Point Cost: 500.
  • Energy Resistance: The familiar gains energy resistance 20 against one energy type (acid, cold, electricity, fire, or sonic). This ability may be taken more than once. Each time it applies to a different kind of energy. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 750.
  • Etherealness: The familiar can enter the ethereal plane for up to 1 minute per day. The time may be divided into non-consecutive rounds, and the familiar may move back and forth as a standard action. Experience Point Cost: 750.
  • Fast Healing: The familiar gains fast healing 1 as an extraordinary ability. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 1,000.
  • Flying (Winged): The familiar gains a new movement rate of fly 50 feet (average) in addition to its normal movement. This is an extraordinary ability. Experience Point Cost: 250.
  • Flying (Wingless): The familiar gains a new movement rate of fly 90 feet (perfect) in addition to its normal movement. Experience Point Cost: 500.
  • Gaseous Form: Three times per day, the familiar can change itself into a gaseous form, as per the spell. It can hold this form for up to 1 minute and cannot perform any actions other than movement during this time. Experience Point Cost: 600.
  • Glow: The familiar can shed light similar to a torch. Activating this ability is a free action and does not hinder the creature in any way. Experience Point Cost: 125.
  • Immunity: The familiar gains immunity to one type of energy (acid, cold, electricity, fire, or sonic). This ability may be taken more than once. Each time it applies to a different kind of energy. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 1,500.
  • Improved Grab: If the familiar hits with a normal attack, it can perform a grapple check as a free action without provoking an attack of opportunity. This works exactly like the ability outlined in the Monster Manual. Experience Point Cost: 250.
  • Incorporeal: The familiar may become incorporeal for up to 1 minute at a time, three times per day. The familiar must be naturally corporeal to gain this ability. Experience Point Cost: 500.
  • Invisibility: The familiar may turn invisible as a free action for a number of minutes per day equal to its master's level. The familiar may use this ability as may times as it likes as long as the total duration of invisibility does not exceed the maximum. This ability functions just like the invisibility spell in all other respects. Experience Point Cost: 300.
  • Low-Light Vision: The familiar gains low-light vision. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 250.
  • Poison: The familiar's primary attack can deliver a deadly poison in addition to normal damage. The poison deals 1d4 temporary Strength initial and secondary damage. The Fortitude save DC to resist this effect is DC 14. This ability is usable three times per day. Experience Point Cost: 500.
  • Rage: The familiar can enter a bloodthirsty rage three times per day. During the rage the familiar gains +2 Strength, +2 Constitution, and a +1 morale bonus to Will saves, but suffers a -2 penalty to its Armor Class. The rage ability lasts for 5 rounds. This is an extraordinary ability. A construct familiar cannot gain this benefit. Experience Point Cost: 750.
  • Regeneration: The familiar gains regeneration 1 as an extraordinary ability. Fire, acid, and magical effects all deal normal damage to the familiar. Experience Point Cost: 2,000.
  • Scary: The familiar has an unsettling aura surrounding it at all times. This works as a mild fear effect and gives the familiar a -2 on any NPC reaction rolls. Any creature with hostile intentions toward the creature must make a successful DC 15 Will save or furiously attack the object of its fear, suffering a -4 penalty on all attack and damage rolls against the familiar. Experience Point Cost: 250.
  • Scent: The familiar gains the Scent ability as described in the Monster Manual. This ability is an extraordinary ability. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 250.
  • See Invisibility: A familiar with this power can see invisible at will. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 400.
  • Size Increase: The familiar grows one size category, gaining all the benefits and disadvantages of the new size. Experience Point Cost: 1,000.
  • Smite: Once per day, the familiar may attempt a smite attack against creatures of a particular alignment. The spellcaster chooses the alignment that this ability targets upon granting his familiar this power and he may not choose to target creatures with an aspect of his alignment or the familiar's alignment. This attack works exactly like a paladin's smite evil ability. Experience Point Cost: 300.
  • Speak Language: The familiar can speak one language known by the master. The level of conversation is still based on the intelligence of the familiar. This ability may be taken multiple times. each time the familiar learns a new language spoken by the master. Experience Point Cost: 100.
  • Spell-Like Ability: The familiar gains the ability to cast one spell three times per day, as a spell-like ability. The caster level of the spell is always the minimum necessary, and the saving throw is 12 + the spell level. Experience Point Cost: Spell level squared x 100.
  • Trip: A familiar that hits with its primary attack mat attempt to trip any opponent of its size or smaller as a free action that does not provoke an attack of opportunity. if the attempt fails, the opponent may not react to trip the familiar. Experience Point Cost: 100.
  • Turn Resistance: The familiar gains +2 turn resistance. This ability is only available to undead familiars. Experience Point Cost: 250.
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Monday, February 2, 2015

Campaign Design - Base Classes: Sorcerer Spells

Sorcerer Spells
Sorcerers cast arcane spells, but they do not have spellbooks and do not prepare their spells. A sorcerer's class level limits the number of spells he can cast. His high Charisma score might allow him to cast a few extra spells. A member of the class must have a Charisma score of at least 10 + a spell's level to cast a spell.

Daily Readying of Spells: Each day, a sorcerer must focus their mind on the task of casting their spells, which requires 8 hours of sleep. The sorcerer does not have to slumber for every minute of the time, but she must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear her mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing her spells. If the character does not need 8 hours of sleep for some reason, such as a benefit granted by their race, class, or a magic item, he still must have 8 hours of restful calm before preparing any spells. After this period of rest, the sorcerer must spend 15 minutes concentrating during which time the sorcerer readies his mind to cast his daily allotment of spells. Without such period to refresh himself, the character does not regain the spell slots he used up the day before.

Recent Casting Limit: If a sorcerer has cast spells recently, the drain on his resources reduces his capacity to prepare new spells. All the spells he has cast within the last 8 hours count against his daily limit.

Adding Spell's to a Sorcerer's Repertoire: A sorcerer gains new spells each time he attains a new level in his class and never gains spells any other way.

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Campaign Design - Base Classes: Arcane Magical Writings

Arcane Magical Writings
To record an arcane spell in written form, a character uses complex notation that describes the magical forces involved in the spell. The notation constitutes a universal arcane language that wizards have discovered. The writer uses the same system no matter her native language or culture. However, each character uses the system in her own way. Another person's magical writing remains incomprehensible to even the most powerful wizard until she takes time to study and decipher it.

To decipher an arcane magical writing, a character must make a Spellcraft check (DC 20 + the spell's level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A read magic spell automatically deciphers a magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic.

Once a character deciphers a particular magical writing, she does not need to decipher it again. Deciphering a magical writing allows the reader to identify the spell and gives some idea of the effects (as explained in the spell description). If the magical writing was a scroll and the reader can cast arcane spells, she can attempt to use the scroll.

Wizard Spells and Borrowed Spellbooks
A wizard can use a borrowed spellbook to prepare a spell she already knows and has recorded in her own spellbook, but preparation success is not assured. First, the wizard must decipher the writing in the book. Once a spell from another spellcaster's book is deciphered, the reader must make a Spellcraft check (DC 15 + the spell's level) to prepare the spell. If the check succeeds, the wizard can prepare the spell. She must repeat the check to prepare the spell again, no matter how many times she has prepared it before. If the check fails, she cannot try to prepare the spell from the same source again until the next day.

Adding Spells to a Wizard's Spellbook
Wizards can add new spells to their spellbooks through several methods. If a wizard has chosen to specialize in a school of magic, she can learn spells only from schools whose spells she can cast.

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, she gains two spells of her choice to add to her spellbook. These spells represent the results of her research. The two free spells must be of spell levels she can cast. If she has chosen to specialize in a school of magic, one of the two free spells must be from her specialty school.

Spells Copied from Another's Spellbook or Scroll: A wizard can also add a spell to her book whenever she encounters one on a magic scroll or in another wizard's spellbook. No matter the spell's source, the wizard must, the wizard must first decipher the magical writing. Next, she must spend a day studying the spell. At the end of the day, she must make Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of magic gains a +2 bonus on the Spellcraft check if the new spell is from her specialty school. She cannot, however, learn any spells from her prohibited schools.

If the check succeeds, the wizard understands the spell and can copy it into her spellbook. The process leaves a spellbook that was copied unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.

If the check fails, the wizard cannot understand or copy the spell. She cannot attempt to learn or copy that spell again until she gains another rank in Spellcraft. A spell that was being copies from a scroll does not vanish from the scroll.

In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. The fee is usually equal to the spell's level x 50 shillings, though many wizards jealously guard their higher level spell and may charge much more or even deny access to them altogether. Wizards friendly to one another often trade access to equal level spells from each other's spellbooks at no cost.

Independent Research: A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one.

Writing a New Spell into a Spellbook
Once a wizard understands a new spell, she can record it into her spellbook.

Time: The process takes twenty-four hours, regardless of the spell's level.

Space in the Spellbook: A spell takes up one page of the spellbook per spell level. A 0th-level spell takes up half a page. A standard spellbook has one hundred pages. Larger or smaller spellbooks can also be purchased.

Materials and Costs: Materials for writing the spell (special quills, inks, and other supplies) cost 100 shillings per page.

Note: A wizard does not have to pay these costs in time or silver for the spells she gains for free at each new level. She simply adds them to her spellbook as part of her ongoing research.

Replacing and Copying Spellbooks
A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If she already has a particular spell prepared, she can write it directly into a new book at a cost of 100 shillings per page (as noted in Writing a New Spell into a Spellbook, above). The process wipes the prepared spell from her mind, just as casting it would. If she does not have the spell prepared, she can prepare it from a borrowed spellbook and then write it into a new book.

Duplicating an existing spellbook uses the same procedure as replacing it, but the task is much easier. The time requirement and cost per page are halved.

Selling a Spellbook
Captured spellbooks can be sold for a number of shillings equal to one-half the cost of purchasing and inscribing the spells within it (that is, 50 shillings per page). A spellbook entirely filled within spells (that is, with one hundred pages of spells inscribed in it) is worth 5,000 shillings.

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Campaign Design - Base Classes: Preparing Wizard Spells

Preparing Wizard Spells

A wizard's level limits the number of spells she can prepare or cast. Her high Intelligence score might allow her to prepare a few extra spells. She can prepare the same spell more than once, but each preparation counts as one spell towards her daily limit. preparing an arcane spell is an arduous mental task. To do so, a wizard must have an Intelligence score of at least 10 + the spell's level.

Rest: To prepare her daily spells, a wizard must have a clear mind, which requires 8 hours of sleep. The wizard does not have to slumber for every minute of the time, but she must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If her rest is interrupted, each interruption adds 1 hour to the total amount of time she has to rest in order to clear her mind, and she must have at least 1 hour of uninterrupted rest immediately prior to preparing her spells. If the character does not need 8 hours of sleep for some reason, such as a benefit granted by their race, class, or a magic item, she still must have 8 hours of restful calm before preparing any spells.

Recent Casting Limit: If a wizard has cast spells recently, the drain on her resources reduces her capacity to prepare new spells. When she prepares spells for the coming day, all the spells she has cast within the last 8 hours count against her daily limit.

Preparation Environment: To prepare any spell, a wizard must have enough peace, quiet, and comfort to allow for proper concentration. The wizard's surroundings need not be luxurious, but they must be free from overt distractions such as combat raging nearby or other loud noises. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might experience while studying. Wizards must also have access to their spellbooks to study from and sufficient light to read them by. There are two exceptions: A wizard can prepare read magic and any spell she has mastered via the Spell Mastery feat even without a spellboook.

Spell Preparation Time: After resting, a wizard must study her spellbook to prepare any spells that day. If she wants to prepare all her spells, the process takes 1 hour. Preparing some smaller proportion of her daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state.

Spell Selection and Preparation: Until she prepares spells from her spellbook, the only spells a wizard has available to cast are the ones she had already prepared from the previous day and has not yet used. During the study period she chooses which spells to prepare. if a wizard already has spells prepared (from the previous day) that she has not cast, she can abandon some or all of them to make room for new spells.

When preparing spells for the day, a wizard can leave some of these spell slots open. Later during the day, she can repeat the preparation process as often as she likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of her spells.

Spell Slots: The various character classes all have tables showing how many spells of each level a character can cast per day. These opening for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his or her due still gets the slots but must fill them with spells of lower level.

Prepared Spell Retention: Once a wizard has prepared spell, it remains in her mind as a nearly cast spell until she uses the prescribed components to complete and trigger it or until she abandons it. Upon casting of a spell, the spell's energy is expended and purged from the character, leaving her feeling a little tired. Certain other evens, such as the effects of magic items or special attacks from monsters, can wipe a prepared spell from a character's mind.

Death and Prepared Spell Retention: If a spellcaster dies, all prepared spells stored in her mind are wiped away. Potent magic (such as raise dead, or true resurrection) can recover the lost energy when it recovers the character.

Home     Base Classes     Wizard

Sunday, February 1, 2015

Campaign Design - Base Classes: Wizard

Wizard
(adapted from The Player's Handbook and Unearthed Arcana)

A few words and fleeting gestures carry more power than a sword or a spear when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spell book preparing each spell for casting and the years before that spent in apprenticeship to learn the arts of magic.

Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magic theory with their peers, and practice minor magics whenever they can. For a wizard, magic is not a talent, but a difficult, rewarding art.

Abilities: Intelligence determines how powerful a spell a wizard can cast, how many spells she can cast, and how hard those spells are to resist. A high Dexterity score is helpful for a wizard, who typically wears little or no armor, because it provides her with a bonus to Armor Class. A good Constitution score gives a wizard extra hit points, a resource that she is otherwise very low on.

Alignment: Any.

Hit Die: d4.
Luck Die: d2.

Class Skills
  • Skill List: The wizard's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (Int), Decipher Script (Int), Knowledge: Any (Int), Profession: Any (Wis), and Spellcraft (Int).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (2 + Intelligence modifier) x4.
  • Skill Points at Each Additional Level: 2 + Intelligence modifier.
Class Features
All of the following are the class features of the wizard:
  • Base Attack Bonus: Poor. A wizard gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A wizard gains +13 base Reflex save bonus per class level.

  • Base Reflex Save Bonus: Poor. A wizard gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A wizard gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • 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 arcane gestures, which can cause her spells with somatic components to fail.

  • Spells: A wizard casts arcane spells (the same type of spells available to sorcerers), which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare spells ahead of time. To cast a spell, a wizard must have an Intelligence score of 10 + the spell's level (Intelligence 10 for 0th-level spells; Intelligence 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell's level + the wizard's Intelligence modifier. Like other spell casters, a wizard can only cast a certain number of spells of each spell level per day. In addition, she receives bonus spells for a high Intelligence. Unlike a sorcerer, a wizard may know any number of spells (see Arcane Magical Writings). 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 (see Preparing Wizard Spells).

  • Bonus Languages: A wizard may select Sûlic or Quolin for one of the bonus languages available to the character because of her race. Many ancient tomes of magic are written in Sûlic or Quolin and apprentice wizards often learn these languages as part of their studies.

  • Spellbooks: A wizard must study her spellbook each day to prepare her spells (see Preparing Wizard Spells). She cannot prepare any spell not recorded in her spellbook except read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing twenty 0th-level spells, plus three 1st-level spells of the wizard's choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of the wizard's choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based upon her new wizard level) for her spellbook. If the wizard is a specialist wizard, one of these two spells gained must be from her specialty school. At any time, a wizard can also add spells found on scrolls or in other wizard's spellbooks to her own (see Arcane Magical Writings).

  • School Specialization: A school is one of eight groupings, each defined by a common theme, such as illusion or necromancy. If desired, a wizard may specialize in one school of magic. A wizard who does not specialize in a particular school of magic is called a generalist wizard. Specialization gives a wizard an alternate set of wizard and arcane powers, but she can never learn to cast extra spells from other schools. Essentially, a wizard gains exceptional mastery over a single school by neglecting the study of other schools.

    In addition to the other alternate powers that a specialist wizard receives, she gains a +2 bonus on Spellcraft checks to learn spells of her chosen schools (see Arcane Magical Writings).

    The wizard must choose whether to specialize, and if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. A wizard can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the wizard, and she cannot even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.

    The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Spells that do not fall into any of these schools are called universal spells.
    • Abjuration: Spells that protect, block, or banish. An aburation specialist is called an abjurer.
    • Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjuror
    • Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike other specialists, a diviner must only give up one other school
    • Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
    • Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
    • Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.
    • Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
    • Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
    • Universal: This is not a school, but rather a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

  • Cantrips: At 1st level an every wizard level thereafter, a wizard may choose one cantrip she knows from her spellbook. She may cast the selected cantrips at will, without having to prepare them. This means that a 1st level wizard will be able to cast one cantrip as an at-will power, a 2nd level wizard will be able to cast two cantrips as an at-will power, and so on, until the character reaches 20th level, at which point they will be able to cast twenty cantrips as at-will powers. If possible, a specialist wizard must select at least half of their chosen cantrips from their specialty school.

  • Bonus Feat: At 1st level a wizard gains Scribe Scroll as a bonus feat. This feat enables her to create magic scrolls. A conjurer gains the Augmented Summoning feat at 1st level as a bonus feat instead of the Scribe Scroll feat.

  • Wizard Power: At 1st level, a wizard gains their wizard power. What power they gain depends upon whether they are a specialist or generalist wizard:
    • Generalist: A generalist wizard gains the ability to obtain a familiar.
    • Abjurer: An abjurer gains the resistance to energy supernatural ability. Once per day an abjurer can create a mystical shield that grants herself or any one creature she touches limited protection against a chosen energy type (acid, cold, electricity, fire, or sonic). The affected creature gains resistance equal to 5 plus one-half the abjurer's class level against the chosen energy type. Activating this ability is a standard action. Once activated, the protection lasts for 1 hour. This protection overlaps with (and does not stack with) the effects of spells such as resist energy.
    • Conjurer: A conjurer gains the rapid summoning extraordinary ability. 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 using this ability gain the normal benefits from enhancing a summon monster with the Quicken Spell feat.
    • Diviner: A diviner gains the enhanced awareness extraordinary ability. A diviner adds Sense Motive to her list of class skills. She only needs to study an item for 10 minutes (rather than an hour) when casting identify. An arcane eye cast by a diviner moves at 20 feet per round when studying its surroundings (rather than 10 feet per round). A diviner gains a +1 bonus to the save DC of the character's divination spells. This bonus stacks with the bonus from the Spell Focus and Greater Spell Focus feats.
    • Enchanter: An enchanter gains the service of a loyal cohort of the player's choice (with the DM's approval). The cohort is a character of any allowable race and class two levels lower than the enchanter's wizard class level. The cohort is gained when the enchanter is 3rd level and is a 1st level when first gained; after that point follow the normal rules described in the Leadership feat to determine the cohort's level, but treat the enchanter's level as being two lower than normal. The enchanter doesn't gain any followers from this ability. If the enchanter selects the Leadership feat, she attracts followers as normal, the penalty to the enchanter's effective level is eliminated, and the enchanter automatically qualifies for the "special power" modifier to her Leadership score.
    • Evoker: Evokers gain the energy affinity extraordinary ability. An evoker must choose an energy type (acid, cold, electricity, fire, or sonic). This choice is made upon character creation and 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).
    • Illusionist: An illusionist gains the chains of disbelief extraordinary ability. 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 gain the normal +4 bonus on their saving 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.
    • Necromancer: A necromancer gains an undead minion - a human warrior skeleton as described in the Monster Manual. Obtaining this minion takes 24 hours and uses up magical materials that cost 100 shillings. This creature is a loyal servant that follows the necromancer's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant. At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer's class level. Add one-half the necromancer's class level to the skeleton's natural armor bonus. Add one-third the necromancer's class level to the skeleton's Strength and Dexterity scores.
    • Transmuter: A transmuter gains the enhance attributes extraordinary ability. Once per day, plus one additional times per five class levels, a transmuter using this variant can add a +2 enhancement bonus to any one of her ability scores. This bonus lasts for a number of minutes equal to the transmuter's class level. Using this ability is a free action (and counts as casting a quickened spell, so it may only be used once per round).

  • Specialist Power: As a result of their focus, a specialist wizard gains an additional power based upon their school specialization. Generalist wizards do not gain these additional powers:
    • Abjurer: An abjurer gains the spontaneous dispelling extraordinary ability. At 5th level an abjurer gains the ability to spontaneously cast the spell dispel magic. This ability is similar to a cleric's ability to spontaneously cast cure spells with a few exceptions. The abjurer can "lose" four or more levels of prepared spells to cast dispel magic. The prepared spells can be of any level or combination of levels as long as the total spell levels add up to four or more (0th level spells do not count). At 11th level, an abjurer can "lose" seven or more levels of prepared spells to spontaneously cast greater dispel magic. An abjurer can use this ability in conjunction with a readied action to use dispel magic or greater dispel magic as a counterspell.
    • Conjurer: A conjurer gains the spontaneous summoning extraordinary ability. A conjurer can "lose" a prepared spell to cast any summon monster spell of a lower level.
    • Diviner: Diviners gain the prescience extraordinary ability. A diviner can add an insight bonus equal to her Intelligence modifier to any attack roll, saving throw, skill check, or level check she makes. The diviner can use this ability once per day plus one additional time per day for every five class levels attained. Using this ability is a free action that can be taken out of turn if needed, but the character must choose to use this ability before the die roll is made.
    • Enchanter: An enchanter gains the extended enchantment supernatural ability. Enchanters ensnare the minds of others more easily with their magic, and as a result their enchantment spells last longer than those cast by other spell-casters. Once per day, plus one additional time per two class levels gained above 1st, an enchanter can cast a spell from the enchantment school as if it were enhanced by the Extend Spell metamagic feat. This enhancement does not affect the spell's level. This ability cannot be used to extend a spell with a duration of concentration, instantaneous, or permanent. An enchanter adds Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive to their list of class skills.
    • Evoker: Evokers gain the overcome resistance extraordinary ability. The energy spells cast by an evoker can ignore some or all of the target's resistance to energy. Using this ability is a free action that must be announced before the evoker casts the spell to be affected. Every creature affected by the spell is treated as if its resistance to the spell's energy type were 10 points lower, to a minimum of 0. (This lowered resistance applies only to this spell; other effects with the same energy descriptor must get through the creature's normal resistance). The overcome resistance ability does not give the affected spell any ability to affect creatures with immunity to the spell's energy type, nor does the affected spell have any additional effect on creatures that do not have resistance to energy. An evoker may use this ability one time per day, plus one additional timer per day for every two class levels attained beyond 1st level.
    • Illusionist: An illusionist gains the extraordinary ability of illusion mastery. An illusionist automatically adds two illusion spells to her spellbook every time he gains a level that grants access to a new spell level. Furthermore, any time an illusionist learns a new illusion spell, she treats that spell as if she had mastered it with the Spell Mastery feat. Hide is a class skill for an illusionist.
    • Necromancer: A necromancer gains the enhanced undead extraordinary ability. Any time a necromancer creates an undead creature (such as with animate dead, create undead, or create greater undead, all undead creatures created gain a +4 enhancement bonus to Strength and Dexterity, and two additional hit points per Hit Dice. This ability does not affect the number or Hit Dice of animated creatures that the necromancer can create or control.
    • Transmuter: A transmuter gains the transmutable memory extraordinary ability. A transmuter can alter some of her prepared spells in a short amount of time. Once per day, the transmuter may give up a number of prepared spell levels (up to a maximum total equal to half her class level) and prepare different spells in their place, as long as the number of newly prepared spells is equal to or less than the number of spells given up (0th-level spells do not count). Using this ability requires a number of minutes of concentration equal to the number of spell levels given up. If the transmuter's concentration is broken during this time, all spells to be lost are gone, and no spells are gained in their place.

  • Arcane Power 1: At 5th level, a wizard gains their first arcane power. What power they gain depends upon whether they have a school specialization or not:
    • Generalist: At 5th level a generalist wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, a familiar feat, or Spell Mastery. The wizard must meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets every three levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
    • Abjurer: At 5th level, an abjurer gains the aura of protection extraordinary ability. Once per day, an abjurer can generate a protective aura that shields against both physical and magical attacks. When the abjurer generates this field, she gains a deflection bonus to her Armor Class and a resistance bonus on all saving throws equal to her Intelligence modifier. This ability requires a standard action to activate and each use protects against only one attack or spell. Once activated, the protective aura lasts for 1 minute or until the abjurer is attacked or required to make a saving throw, whichever comes first.
    • Conjurer: At 5th level a conjurer's summoned creatures become particularly difficult to dispel. Add 2 to the DC of any caster level check made to dispel the conjurer's summoned creatures.
    • Diviner: At 5th level a diviner gains a bonus feat much as a generalist wizard does. A diviner may select an item creation feat, a familiar feat, or Spell Mastery with this bonus feat, but may not select a metamagic feat. However, a diviner may choose Blind-Fight, Improved Initiative, Lightning Reflexes, or Skill Augmentation or Skill Focus for the Listen, Sense Motive, or Spot skills as a bonus feat.
    • Enchanter: An enchanter gains the social proficiency extraordinary ability. The enchanter gains a +2 competence bonus on checks involving one of the following skills (player's choice): Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive.
    • Evoker: Once per day, 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 effect to energy of a different type. Using this ability is a free action that must be declared before the spell is cast.
    • Illusionist: At 5th level, an illusionist may add her Intelligence modifier (in addition to her dexterity modifier) to her Hide skill checks.
    • Necromancer: A 5th level necromancer gains the undead apotheosis extraordinary ability. At 5th level, the necromancer gains a +2 bonus on all saving throws made to resist sleep, stun, paralysis, poison, or disease.
    • Transmuter: A 5th level transmuter gains the spell versatility extraordinary ability. At 5th level, a transmuter can adapt magic of other schools to her own style of spellcasting. She can select one spell of any spell level that she has access to an treat it as if it were a transmutation spell for all purposes. This means that the specialist can learn the spell normally even if it is a school that she has chosen as a prohibited school, and the spell is affected by feats that affect transmutation spells such as Spell Focus or Greater Spell Focus. Once a spell is chosen to be affected by this ability, it cannot be changed.

  • Arcane Power 2: At 10th level, a wizard gains their second arcane power. What power they gain depends upon whether they have a school specialization or not:
    • Generalist: At 10th level a generalist wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, a familiar feat, or Spell Mastery. The wizard must meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets every three levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
    • Abjurer: At 10th level, an abjurer gains an additional daily use of their aura of protection extraordinary ability.
    • Conjurer: At At 10th level, the conjurer's summoned creatures gain an additional +2 bonus to Strength and Constitution scores. These bonuses stack with those granted by the Augmented Summoning feat.
    • Diviner: At 10th level a diviner gains a bonus feat much as a generalist wizard does. A diviner may select an item creation feat, a familiar feat, or Spell Mastery with this bonus feat, but may not select a metamagic feat as a bonus feat. However, a diviner may choose Blind-Fight, Improved Initiative, Lightning Reflexes, or Skill Augmentation or Skill Focus for the Listen, Sense Motive, or Spot skills as a bonus feat.
    • Enchanter: At 10th level an enchanter gains another +2 competence bonus on checks involving one of the following skills (player's choice): Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive. This bonus must be applied to a different skill than the skill chosen at 5th level.
    • Evoker: A 10th level evoker gains a second daily use of their substitute energy ability.
    • Illusionist: At 10th level, the illusionist's illusions become infused with shadow stuff, making them more realistic and more likely to fool the senses. The save DCs of the illusionist's illusion spell;s increase by +1. This benefit stacks with similar bonuses, such as from Spell Focus.
    • Necromancer: At 10th level, the necromancer's undead apotheosis continues. The necromancer gains a +4 bonus on saving throws to resist ability damage, ability drain, or energy drain.
    • Transmuter: At 10th level a transmuter may select an additional spell as the subject of their spell versatility extraordinary ability.

  • Arcane Power 3: At 15th level, a wizard gains their third arcane power. What power they gain depends upon whether they have a school specialization or not:
    • Generalist: At 15th level, a generalist wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, a familiar feat, or Spell Mastery. The wizard must meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets every three levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
    • Abjurer: At 15th level, an abjurer gains a third daily use of their aura of protection extraordinary ability.
    • Conjurer: At 15th level a conjurer's summoned creatures become even more difficult to dispel. The addition to the DC to dispel the conjurer's summoned creatures increases to 4.
    • Diviner: At 15th level a diviner gains a bonus feat much as a generalist wizard does. A diviner may select an item creation feat, a familiar feat, or Spell Mastery with this bonus feat, but may not select a metamagic feat as a bonus feat. However, a diviner may choose Blind-Fight, Improved Initiative, Lightning Reflexes, or Skill Augmentation or Skill Focus for the Listen, Sense Motive, or Spot skills as a bonus feat.
    • Enchanter: >At 15th level an enchanter gains another +2 competence bonus on checks involving one of the following skills (player's choice): Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive. This bonus must be applied to a different skill than the skills chosen at 5th and 10th level.
    • Evoker: A 10th level evoker gains a third daily use of their substitute energy ability.
    • Illusionist: At 15th level, an illusionist can hide in plain sight (as the ranger ability, except the illusionist need not be in natural terrain).
    • Necromancer: At 15th level a necromancer's undead apotheosis continues. The necromancer's bonus on all saving throws made to resist sleep, stun, paralysis, poison, or disease increases to +4.
    • Transmuter: At 15th level, a transmuter may select a third spell as the subject of their spell versatility extraordinary ability.

  • Arcane Power 4: At 20th level, a wizard gains their fourth arcane power. What power they gain depends upon whether they have a school specialization or not:
    • Generalist: At 20th level a generalist wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, a familiar feat, or Spell Mastery. The wizard must meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets every three levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
    • Abjurer: At 20th level, an abjurer gains a fourth daily use of their aura of protection extraordinary ability.
    • Conjurer: At 20th level, the bonuses to Strength and Constitution gained by the conjurer's summoned creatures increase to +4. These bonuses stack with those granted by the Augmented Summoning feat.
    • Diviner: At 20th level a diviner gains a bonus feat much as a generalist wizard does. A diviner may select an item creation feat, a familiar feat, or Spell Mastery with this bonus feat, but may not select a metamagic feat as a bonus feat. However, a diviner may choose Blind-Fight, Improved Initiative, Lightning Reflexes, or Skill Augmentation or Skill Focus for the Listen, Sense Motive, or Spot skills as a bonus feat.
    • Enchanter: At 15th level an enchanter gains another +2 competence bonus on checks involving one of the following skills (player's choice): Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive. This bonus must be applied to a different skill than the skills chosen at 5th, 10th, and 15th level.
    • Evoker: A 20th level evoker gains a fourth daily use of their substitute energy ability.
    • Illusionist: At 20th level, the illusionist gains the ability to blend into shadows. In any condition of illuminations that would normally grant the illusionist concealment, she instead gains total concealment (as if she were invisible).
    • Necromancer: At 20th level, a necromancer gains 25% resistance to critical hits, as the light fortification special ability.
    • Transmuter: At 20th level, a transmuter may select a fourth spell as the subject of their spell versatility extraordinary ability.
Wizard
                                                                                       Spells per Day
Level
Special
0th1st2nd3rd4th5th6th7th8th9th
1st
Cantrips, Scribe Scroll, Wizard Power, Specialist Power
3
1
-
-
-
-
-
-
-
-
2nd
-
4
2
-
-
-
-
-
-
-
-
3rd
-
4
2
1
-
-
-
-
-
-
-
4th
-
4
3
2
-
-
-
-
-
-
-
5th
Arcane Power 1
4
3
2
1
-
-
-
-
-
-
6th
-
4
3
3
2
-
-
-
-
-
-
7th
-
4
4
3
2
1
-
-
-
-
-
8th
-
4
4
3
3
2
-
-
-
-
-
9th
-
4
4
4
3
2
1
-
-
-
-
10th
Arcane Power 2
4
4
4
3
3
2
-
-
-
-
11th
-
4
4
4
4
3
2
1
-
-
-
12th
-
4
4
4
4
3
3
2
-
-
-
13th
-
4
4
4
4
4
3
2
1
-
-
14th
-
4
4
4
4
4
3
3
2
-
-
15th
Arcane Power 3
4
4
4
4
4
4
3
2
1
-
16th
-
4
4
4
4
4
4
3
3
2
-
17th
-
4
4
4
4
4
4
4
3
2
1
18th
-
4
4
4
4
4
4
4
3
3
2
19th
-
4
4
4
4
4
4
4
4
3
3
20th
Arcane Power 4
4
4
4
4
4
4
4
4
4
4

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