The druggist concentrates on making powerful drugs and poisons at the expense of explosive bombs.
Quick Poison: The druggist can create poisons on the fly, creating a number equal to 3+his intelligence modifer. The DC of the poison is 10 + 1/2 the druggist level + his intelligence modifier. The poison does 1 strength damage per round, is injury based, immediate, and can be beaten with 1 save. The DC of any standard poison he manufactured is increased by 1/2 the druggist level. This replaces bombs.
Friday, April 12, 2013
Sunday, April 7, 2013
Blighter (druid alterate class)
While many druids find that the environment is something to be protected, the blighter sees it as a resources from which to tap magic.
Animal Bond- The blighter does not gain domains, and may only choose an animal companion. The animal companion gains either the skeletal or the zombie template and is treated as undead.
Blight Magic- The blighter cannot cast any spells that enrich plants or animals, including anything that increases their size. He can diminish plants, shrink animals, but not strenghten them in any way. Any spell on the druid list that enhances animals (or animal companions) can be applied to the blighter's undead animal companion, but not to other undead. Spells that hide from animals or speak with animals, charms, them, etc. functions normally. Any power that calls upon plants or emulates plants (such as plant shape, tree shape, entangle, etc) changes so that it applies instead to dead vegetation. (So Tree Shape always takes the form of a decaying tree, entangle allows grappling by dead or blighted vines, etc).
A blighter learns summon monster spells in place of summon nature's ally spells, and sponatneously converts to them instead.
Blight Plants (su): The blighter can do a special ritual that takes 10 minutes. The ritual spreads unnatural blight within a radius of 10' per blighter level. Non magical, inaimate plants in the area slowly begin to wilt and die- being unable to take nutrients from the soil or the sunlight. The land will continue to be unable to support plant life for 1 year or until a druidic hallow spell is cast in the area. Any magical plants or plant creaures that live in the area will slowly begin to starve unless they leave the area, but will return to normal once brought out of the area. Vegetables suffering from this ability do not provide nutrition to things that eat them.
The bligher does this as part of his spell memorization- he cannot memorize spells on a day he did not successfully perform this. What's more, he cannot use his blight powers on days he did not perform this ritual.
This replaces wild empathy.
Swamp Stride- At 2nd level the blighter gains the swamp hag witch hex. This replaces woodland stride.
Blight Powers- At 5th level, and every 2 levels thereafter the blighter can choose a blight power from those listed below. This replaces wild shape. DCs (when relevant) are 10+1/2 level + wisdom mod. Any spells emulated use blighter level as caster level.
Wilting Touch- The blighter can deal 1d6 damage per class level to any plant or plant creature by touch. He may use this ability a number of times per day equal to 3+ his wisdom modifier.
Nature's Enemy- The blighter can treat any spell as if it is empowered, without increasing casting time- but only if it does damage to plants or animals. AoE effects which deal damage to animals, plants, and other creatures are only empowered in relation to animals and plants.
Hide Blight- The blighter can cast hallucinatory terrain to make any wilted and dead area appear lush and beautiful. This can be used 1/day.
Unnatural Aura(su)- The blighter can surround himself in an unnatual aura up to his close range. This lasts for 1 minute per blighter level. No normal animal will enter the unnatural area. Trained animals can be pushed to enter, as can special animals (like familars or animal companions) but they must make a will save or be shaken upon entering. This can be done 1/day.
Break Bond- The blighter can attempt to break a bond between two creatures or between a creature and a plant or area by touch. He can touch either end of the bond. The creature must make a will save. If the save fails, the bond is broken. This can remove a familiar or animal companion from a master, or break the bond between a dryad and a tree, dispel a telepathic bond between an animal or plant and another creature, or stop a witch from possessing her familar, but it has no effect if one of the creatures in the bond is not an animal, plant, or magical beast. As such it has no effect on eidolons, or outsiders, but summoned animals or plants would be uncontrolled by the summoner. Regardless of what is touched, either creature in the bond can make the will save (either the familiar or the master). This can also break other natural bonds, such as between a fey and a lake. The use is still wasted if the save succeeds and neither creature can be affected by this more than once per 24 hours (even if a creature has multiple bonds). A blighter must be 10th level to take this feature. The broken bond lasts for 1 hour per blighter level. This power can be used 1/day, +1 time for every 4 levels the bligher has above 6th.
Greater Break Bond- (level 16th, requires break bond)- The blighter's break bond ability becomes permanent instead of 1 hour per blighter level, though remove curse can restore the bond- treat as if a greater curse.
Iron Gut- the blighter can eat rotten food, is immune to poison and venom, and gain nutrients from dirt or bark, including blighted vegetables or undead flesh.
Blight Hex- as the witch hex
Unnerve Animals- as the witch hex
Undead Form- The blighter can appear as an undead version of himself (as a zombie or lich) as disguise self for a number of minutes per day equal to his blighter level. It need not be consecutive but it must be spent in 1 minute increments. During this time, mindless undead will not attack him and generally ignore him, and he will appear undead to divinations and abilities such as lifesense. His type does not change, however and he treats negative and positive energy normally as it relates to healing him.
Touch of Pain- The blighter can touch an animal or magical beast and cause it intense pain. It makes a fort save. If it fails it is wracked with pain and paralyzed for 1d6 rounds + 1 per blighter level. If it succeeds it is only paralyzed for 1 round. This can be used a number of times per day equal to 3+wisdom modifier, but once a creature successfully saves it cannot be targeted again for 24 hours.
Elemental Aura- Choose an element: either fire or cold. The blighter does +1 damage per bligher level on all spells and attacks that use this element. (+2 damage / level against plants, animals, and magical beasts).
Bane-Choose either plants, animals, or magical beasts. The blighter's natural attacks (as well as those of his animal companion) are treated as if they had the bane quality against that type. This can be taken up to three times, each time applying to a different type (plants/animals/magical beasts).
Squash Power- The blighter can make a ranged touch attack against a plant creature, animal, magical beast, or fey. If he hits the creature makes a will save. Failure means that all the creatures spell like abilities, supernatural abilities, and raical spells (such as a nymphs automatic druid spells) cannot be used for 1 minute per blighter level. This power can be used a number of times per day equal to 3+wis modifier. A creature cannot be affected by this for 24 hours after it passes a save against it (but if it fails this may be used continuously). Spells from class levels are unaffected by this ability.
Undead Creature- (Level 16+, requires undead form) The blighter gains the undead type and undead immunities. His appearance does not change immediately but he will slowly begin to rot and resemble a zombie. The undead form ability he has can be used to appear as his previous living self, at any age. The blighter (if he has craft wonderous item) can create a phylactery and become a lich for 1/2 price. The thousand faces druid ability he gains only allows him to take the form of other undead creatures.
Animal Bond- The blighter does not gain domains, and may only choose an animal companion. The animal companion gains either the skeletal or the zombie template and is treated as undead.
Blight Magic- The blighter cannot cast any spells that enrich plants or animals, including anything that increases their size. He can diminish plants, shrink animals, but not strenghten them in any way. Any spell on the druid list that enhances animals (or animal companions) can be applied to the blighter's undead animal companion, but not to other undead. Spells that hide from animals or speak with animals, charms, them, etc. functions normally. Any power that calls upon plants or emulates plants (such as plant shape, tree shape, entangle, etc) changes so that it applies instead to dead vegetation. (So Tree Shape always takes the form of a decaying tree, entangle allows grappling by dead or blighted vines, etc).
A blighter learns summon monster spells in place of summon nature's ally spells, and sponatneously converts to them instead.
Blight Plants (su): The blighter can do a special ritual that takes 10 minutes. The ritual spreads unnatural blight within a radius of 10' per blighter level. Non magical, inaimate plants in the area slowly begin to wilt and die- being unable to take nutrients from the soil or the sunlight. The land will continue to be unable to support plant life for 1 year or until a druidic hallow spell is cast in the area. Any magical plants or plant creaures that live in the area will slowly begin to starve unless they leave the area, but will return to normal once brought out of the area. Vegetables suffering from this ability do not provide nutrition to things that eat them.
The bligher does this as part of his spell memorization- he cannot memorize spells on a day he did not successfully perform this. What's more, he cannot use his blight powers on days he did not perform this ritual.
This replaces wild empathy.
Swamp Stride- At 2nd level the blighter gains the swamp hag witch hex. This replaces woodland stride.
Blight Powers- At 5th level, and every 2 levels thereafter the blighter can choose a blight power from those listed below. This replaces wild shape. DCs (when relevant) are 10+1/2 level + wisdom mod. Any spells emulated use blighter level as caster level.
Wilting Touch- The blighter can deal 1d6 damage per class level to any plant or plant creature by touch. He may use this ability a number of times per day equal to 3+ his wisdom modifier.
Nature's Enemy- The blighter can treat any spell as if it is empowered, without increasing casting time- but only if it does damage to plants or animals. AoE effects which deal damage to animals, plants, and other creatures are only empowered in relation to animals and plants.
Hide Blight- The blighter can cast hallucinatory terrain to make any wilted and dead area appear lush and beautiful. This can be used 1/day.
Unnatural Aura(su)- The blighter can surround himself in an unnatual aura up to his close range. This lasts for 1 minute per blighter level. No normal animal will enter the unnatural area. Trained animals can be pushed to enter, as can special animals (like familars or animal companions) but they must make a will save or be shaken upon entering. This can be done 1/day.
Break Bond- The blighter can attempt to break a bond between two creatures or between a creature and a plant or area by touch. He can touch either end of the bond. The creature must make a will save. If the save fails, the bond is broken. This can remove a familiar or animal companion from a master, or break the bond between a dryad and a tree, dispel a telepathic bond between an animal or plant and another creature, or stop a witch from possessing her familar, but it has no effect if one of the creatures in the bond is not an animal, plant, or magical beast. As such it has no effect on eidolons, or outsiders, but summoned animals or plants would be uncontrolled by the summoner. Regardless of what is touched, either creature in the bond can make the will save (either the familiar or the master). This can also break other natural bonds, such as between a fey and a lake. The use is still wasted if the save succeeds and neither creature can be affected by this more than once per 24 hours (even if a creature has multiple bonds). A blighter must be 10th level to take this feature. The broken bond lasts for 1 hour per blighter level. This power can be used 1/day, +1 time for every 4 levels the bligher has above 6th.
Greater Break Bond- (level 16th, requires break bond)- The blighter's break bond ability becomes permanent instead of 1 hour per blighter level, though remove curse can restore the bond- treat as if a greater curse.
Iron Gut- the blighter can eat rotten food, is immune to poison and venom, and gain nutrients from dirt or bark, including blighted vegetables or undead flesh.
Blight Hex- as the witch hex
Unnerve Animals- as the witch hex
Undead Form- The blighter can appear as an undead version of himself (as a zombie or lich) as disguise self for a number of minutes per day equal to his blighter level. It need not be consecutive but it must be spent in 1 minute increments. During this time, mindless undead will not attack him and generally ignore him, and he will appear undead to divinations and abilities such as lifesense. His type does not change, however and he treats negative and positive energy normally as it relates to healing him.
Touch of Pain- The blighter can touch an animal or magical beast and cause it intense pain. It makes a fort save. If it fails it is wracked with pain and paralyzed for 1d6 rounds + 1 per blighter level. If it succeeds it is only paralyzed for 1 round. This can be used a number of times per day equal to 3+wisdom modifier, but once a creature successfully saves it cannot be targeted again for 24 hours.
Elemental Aura- Choose an element: either fire or cold. The blighter does +1 damage per bligher level on all spells and attacks that use this element. (+2 damage / level against plants, animals, and magical beasts).
Bane-Choose either plants, animals, or magical beasts. The blighter's natural attacks (as well as those of his animal companion) are treated as if they had the bane quality against that type. This can be taken up to three times, each time applying to a different type (plants/animals/magical beasts).
Squash Power- The blighter can make a ranged touch attack against a plant creature, animal, magical beast, or fey. If he hits the creature makes a will save. Failure means that all the creatures spell like abilities, supernatural abilities, and raical spells (such as a nymphs automatic druid spells) cannot be used for 1 minute per blighter level. This power can be used a number of times per day equal to 3+wis modifier. A creature cannot be affected by this for 24 hours after it passes a save against it (but if it fails this may be used continuously). Spells from class levels are unaffected by this ability.
Undead Creature- (Level 16+, requires undead form) The blighter gains the undead type and undead immunities. His appearance does not change immediately but he will slowly begin to rot and resemble a zombie. The undead form ability he has can be used to appear as his previous living self, at any age. The blighter (if he has craft wonderous item) can create a phylactery and become a lich for 1/2 price. The thousand faces druid ability he gains only allows him to take the form of other undead creatures.
Saturday, April 6, 2013
Witch of the Wilds (witch archtype)
The witch of the wild takes the shape of beasts to get along alone in the wild.
Companion Familar- The witch of the wild's familiar also gains the benefits of an animal companion. If she takes improved familiar, she may not take an outsider- only a magical beast or animal.
Beast Shape- The witch of the wilds can take the shape of animals. She gains wild shape as the druid class feature, but she replaces the elemental form abilities with equivalent form of the dragon spells.
Less Hex- The witch does not gain a hext at level 1, and she gains hexes only half as often. (2nd level, and every 4 levels thereafter).
Companion Familar- The witch of the wild's familiar also gains the benefits of an animal companion. If she takes improved familiar, she may not take an outsider- only a magical beast or animal.
Beast Shape- The witch of the wilds can take the shape of animals. She gains wild shape as the druid class feature, but she replaces the elemental form abilities with equivalent form of the dragon spells.
Less Hex- The witch does not gain a hext at level 1, and she gains hexes only half as often. (2nd level, and every 4 levels thereafter).
Gypsy Witch (witch archtype)
The gypsy witch may travel with a circus or perform using her talents, but at the same time can use her magic to perform deadly curses.
Divination: Using a tarot deck, dice, innards, or some other method of divination, a witch can perform an augury with 90% success, once per day. At 5th level this ability can instead mimic divination with 80% success rate. At 10th level this can mimic commune. Use the witch level as the caster level.
This replaces the witch's 1st level hex.
Difficult Dispel: All the witches spells and hexes are more difficult to dispel. The witch must set a parameter (such as "true love's kiss" or "until kissed by a princess" or "until eating nightshade during the full moon"). She speaks this aloud when casting her spell. If the parameter is met, then the spell immediately ends (even instaneous effects such as flesh to stone). The witch's caster level for her spells is treated as 4 higher for purposes of being dispelled otherwise.
This ability replaces cantrips. The witch gains read magic and detect magic as 1st level spells.
Curse: At 10th level the witch can put a curse on someone 1/day by touching them, as per bestow curse.At 16th level this mimics curse,greater, This replaces the witch's 10th level major hex.
Divination: Using a tarot deck, dice, innards, or some other method of divination, a witch can perform an augury with 90% success, once per day. At 5th level this ability can instead mimic divination with 80% success rate. At 10th level this can mimic commune. Use the witch level as the caster level.
This replaces the witch's 1st level hex.
Difficult Dispel: All the witches spells and hexes are more difficult to dispel. The witch must set a parameter (such as "true love's kiss" or "until kissed by a princess" or "until eating nightshade during the full moon"). She speaks this aloud when casting her spell. If the parameter is met, then the spell immediately ends (even instaneous effects such as flesh to stone). The witch's caster level for her spells is treated as 4 higher for purposes of being dispelled otherwise.
This ability replaces cantrips. The witch gains read magic and detect magic as 1st level spells.
Curse: At 10th level the witch can put a curse on someone 1/day by touching them, as per bestow curse.At 16th level this mimics curse,greater, This replaces the witch's 10th level major hex.
Friday, April 5, 2013
Henchman (Cohort Class)
Henchman (NPC or cohort class)
Henchmen use all the stats for commoners, including skill points and HD. But they gain the following class features. The henchman bonds himself to another person, called his master, who he journeys with out of love or duty.
Trust The Hero- The henchmen gets a bonus to all saving throws equal to 1/2 the master's HD. He is also immune to fear effects unless the master suffers the fear effect. This ability is only applicable when the summoner can see the master, and the master is not unconscious or helpless.
Inspirational Speech- At 3rd level the henchman can say something inspiring to the master. His speech takes 1 minute to give, during which time the master must be able to see and understand him. This acts as a bard's inspire courage ability at the same level of the henchman, but it affects only the master and lasts 1 hour per class level. He can use this ability 1/day.
Fight it!- At 5th level, as a standard action the henchman can shout something inspring to the master to grant him an additional saving throw against an ongoing spell or effect, or to disease or poison, including instantaneous effects (such as flesh to stone). If the new save succeeds, the spell is broken with no further ill effects.
My Life for you!- At 7th level, the henchman can move his speed as an immediate action, but only for the purpose of interposing or bull-rushing the master to help him avoid an attack, trap, or other hazard. Bull-rushing uses the standard rules for bull-rushing but can help them both potentially avoid the attack. If the henchman interposes, he takes full damage from the attack, including AoE burst effects (but not spread effects like clouds), stopping the master from taking any.
Do you know who he is?- At 9th level, the henchman can speak to the great (or vile) deeds his master has done to give the master a circumstance bonus on either a bluff, diplomacy, or intimidate check equal to 1/2 the henchman's class level.
Aiding Ally- At 11th level the henchman grants a +4 bonus to aid another checks, he can apply potions, oils, or healing to his master as a standard action (including drawing the potion). He can apply the benefit of any teamwork feat he has to himself and his master, even if his master does not share the same teamwork feat. His carrying capacity is treated as if his strength were 4 points higher than it is. Finally, if the henchman provides long term care, he doubles the benefit of the care.
Know the master- At 13th level, the henchman can instantly identify his master, and as such cannot be tricked by illusions, disguises, or any other way of falsifying his master's identity. He can also tell if the master is under the influence of compulsions or acting out of character. He automatically can pass sense motive checks against the master and can automatically pick up on hidden messages via bluff. He knows all languages the master does, and they can communicate simple messages innocuously using simple gestures or one word phrases.
Find the master(su)- At 15th level the henchman has a hunch about his master. He is able to track his master using perception or survival, with a bonus to the roll equal to his class level. He has a constant locate creature and status effect on his master.
Learned from the best- At 17th level the henchman can emulate any ability his master has. He can use this ability a number of times equal to 3+his charisma modifier. He can use this ability to cast a single spell the master knows, use a class feature the master has, or use a skill the master has at the master's skill ranks (using his own modifers), or he can make a saving throw using the master's total saving throw modifier, or use a feat the master has (even if he does not have the prerequisites), including weapon proficiencies. This lasts for one use of the ability (some abilities take longer to use than others, such as crafting).
Master's Mantle- At 19th level, the henchman learns the tools of the master's craft. He gains the base attack bonus and saving throw modifiers of his master's base class, and all his master's class features. His hit dice adjust to match the same HD of his master.
Carry the Torch- At 20th level he stops being a henchman and loses all his henchmen class features, taking instead all the class levels of his master. At this point, his level automatically increases to match that of his master. He gainst the feats and skill ranks his master had- even above his own.
If the master ever dies permanently or dismisses the henchman, the henchman can either take on a new master, or trade in all his henchman levels to copy the master's class levels and features and feats and skill ranks. This happens even if the henchman is below 20th level.
Henchmen use all the stats for commoners, including skill points and HD. But they gain the following class features. The henchman bonds himself to another person, called his master, who he journeys with out of love or duty.
Trust The Hero- The henchmen gets a bonus to all saving throws equal to 1/2 the master's HD. He is also immune to fear effects unless the master suffers the fear effect. This ability is only applicable when the summoner can see the master, and the master is not unconscious or helpless.
Inspirational Speech- At 3rd level the henchman can say something inspiring to the master. His speech takes 1 minute to give, during which time the master must be able to see and understand him. This acts as a bard's inspire courage ability at the same level of the henchman, but it affects only the master and lasts 1 hour per class level. He can use this ability 1/day.
Fight it!- At 5th level, as a standard action the henchman can shout something inspring to the master to grant him an additional saving throw against an ongoing spell or effect, or to disease or poison, including instantaneous effects (such as flesh to stone). If the new save succeeds, the spell is broken with no further ill effects.
My Life for you!- At 7th level, the henchman can move his speed as an immediate action, but only for the purpose of interposing or bull-rushing the master to help him avoid an attack, trap, or other hazard. Bull-rushing uses the standard rules for bull-rushing but can help them both potentially avoid the attack. If the henchman interposes, he takes full damage from the attack, including AoE burst effects (but not spread effects like clouds), stopping the master from taking any.
Do you know who he is?- At 9th level, the henchman can speak to the great (or vile) deeds his master has done to give the master a circumstance bonus on either a bluff, diplomacy, or intimidate check equal to 1/2 the henchman's class level.
Aiding Ally- At 11th level the henchman grants a +4 bonus to aid another checks, he can apply potions, oils, or healing to his master as a standard action (including drawing the potion). He can apply the benefit of any teamwork feat he has to himself and his master, even if his master does not share the same teamwork feat. His carrying capacity is treated as if his strength were 4 points higher than it is. Finally, if the henchman provides long term care, he doubles the benefit of the care.
Know the master- At 13th level, the henchman can instantly identify his master, and as such cannot be tricked by illusions, disguises, or any other way of falsifying his master's identity. He can also tell if the master is under the influence of compulsions or acting out of character. He automatically can pass sense motive checks against the master and can automatically pick up on hidden messages via bluff. He knows all languages the master does, and they can communicate simple messages innocuously using simple gestures or one word phrases.
Find the master(su)- At 15th level the henchman has a hunch about his master. He is able to track his master using perception or survival, with a bonus to the roll equal to his class level. He has a constant locate creature and status effect on his master.
Learned from the best- At 17th level the henchman can emulate any ability his master has. He can use this ability a number of times equal to 3+his charisma modifier. He can use this ability to cast a single spell the master knows, use a class feature the master has, or use a skill the master has at the master's skill ranks (using his own modifers), or he can make a saving throw using the master's total saving throw modifier, or use a feat the master has (even if he does not have the prerequisites), including weapon proficiencies. This lasts for one use of the ability (some abilities take longer to use than others, such as crafting).
Master's Mantle- At 19th level, the henchman learns the tools of the master's craft. He gains the base attack bonus and saving throw modifiers of his master's base class, and all his master's class features. His hit dice adjust to match the same HD of his master.
Carry the Torch- At 20th level he stops being a henchman and loses all his henchmen class features, taking instead all the class levels of his master. At this point, his level automatically increases to match that of his master. He gainst the feats and skill ranks his master had- even above his own.
If the master ever dies permanently or dismisses the henchman, the henchman can either take on a new master, or trade in all his henchman levels to copy the master's class levels and features and feats and skill ranks. This happens even if the henchman is below 20th level.
Lodestone Paladin (paladin archtype)
Lodestone Paladin
A lodestone paladin absorbs the evil energy of undead and
outsiders he slays into himself, preventing them from being reborn.
Absorbing Smite Evil- Smite evil does not gain the
damage bonus against evil dragons, only undead and evil outsiders.
If an evil outsider or undead is brought below zero HP as
part of a smite evil, the paladin absorbs the creature into his body, where it
remains trapped in suspended animation indefinately, as per the imprisonment
spell. This process is painful to the paladin, who must make a fort save. DC =
10 + HD of the absorbed creature. If he fails the save he takes 1 negative
level and is paralyzed with pain for 2d6 rounds. A successful save removes the
negative level and reduces the time paralyzed to 1d6 rounds.
Creatures trapped in this way are imprisoned rather than
destroyed, so they cannot be resurrected, raised, reanimated, nor can they be
reborn, such as a lich. Spells such as freedom can remove trapped opponents,
one a time.
The lodestone paladin's smite evil effect only bypasses DR from undead and evil outsiders, not from all evil creatures.
3rd level- paladin can delay the pain effects to the person touched for 1 round/paladin level, including that from absorbing smite evil.
6th level- the paladin can delay the gaining of negative levels caused by evil outsiders and undead (and the absorbing smite evil) ability for 1 round/paladin level.
12th level- the paladin can remove 1 negative level caused by undead, evil outsiders, or the absorbing smite evil.
Divine Bond- The paladin may not choose a mount as a
divine bond- only a weapon. Add ghost touch to the types of bonuses that
can be applied to a weapon, but remove merciful.
Relive Memory- The paladin at 11th level, when
absorbing an enemy using absorbing smite evil the paladin automatically relives
some of the creatures memories, as if sensitivity to psychic impressions,
with each round being paralyzed revealing a new memory. This replaces aura of
justice.
Holy Absorbtion- At 20th level, the paladin's smite
automatically attempt to imprison evil undead and outsiders, though if they are
not out of HP they get a will save to avoid the effect (using paladin level as
caster level and charisma to set DC). The paladin suffers the pain effect
normally. This replaces the banishment effect from holy champion.
Potion Master (alchemist archtype)
This alchemist worries less about brewing poisons and bombs and more about his magical concoctions.
Greater Potions: The alchemist can brew potions of any extract he can create- even those above 3rd level. He must brew the potions himself. This ability replaces poison use and swift poisoning.
Enhance Potion- the alchemist gains the enhance potion discovery as his 2nd level discovery.
Potion Hurler: The alchmeist can throw any of his extracts or potions at a character as a splash weapon with a range of 20'. If it hits, the target is affected by the potion or extract. The alchemist must have the infusion discovery to apply this to his extracts. Every 2 levels, the range of this ability increases by 5'. This ability replaces the alchemist's bomb damage. The alchemist still has the 1st level bomb ability, at 1d6 damage, but that damage never increases as he gains level.
Master Healer: The alchemists cure extracts are automatically treated as infusions. What's more, his alchemist level sets the maximum limit of the cure spells, rather than the maximum set by the spell. So a 7th level alchemist heals 1d8+7 damage with cure light wounds, rather than the typical max of 1d8+5. At 8th level, all cure extracts are auomatically empowered. This ability replaces all the poison resistance abilities, including poison immunity.
Master of Oils- At 6th level the alchemist can apply his enhance potion discovery to oils as well as potions. This replaces his 6th level discovery.
Greater Potions: The alchemist can brew potions of any extract he can create- even those above 3rd level. He must brew the potions himself. This ability replaces poison use and swift poisoning.
Enhance Potion- the alchemist gains the enhance potion discovery as his 2nd level discovery.
Potion Hurler: The alchmeist can throw any of his extracts or potions at a character as a splash weapon with a range of 20'. If it hits, the target is affected by the potion or extract. The alchemist must have the infusion discovery to apply this to his extracts. Every 2 levels, the range of this ability increases by 5'. This ability replaces the alchemist's bomb damage. The alchemist still has the 1st level bomb ability, at 1d6 damage, but that damage never increases as he gains level.
Master Healer: The alchemists cure extracts are automatically treated as infusions. What's more, his alchemist level sets the maximum limit of the cure spells, rather than the maximum set by the spell. So a 7th level alchemist heals 1d8+7 damage with cure light wounds, rather than the typical max of 1d8+5. At 8th level, all cure extracts are auomatically empowered. This ability replaces all the poison resistance abilities, including poison immunity.
Master of Oils- At 6th level the alchemist can apply his enhance potion discovery to oils as well as potions. This replaces his 6th level discovery.
Grey Paladin(paladin archtype)
The Grey Paladin dedicates himself to the destruction of evil organizations, either through force, or through subtle manipulation of their politics. In any case, for the greater good, he must sometimes associate with evil entities.
Relaxed Vows: The paladin may associate with evil creatures, but only for a greater good. He may not commit evil acts, but he is free to lie or be deceitful for a good purpose. Atonement spells are done for 1/2 price to this paladin. This replaces his channel positive energy feature.
Aura of Trust: The paladin's is immune to spells and effect which detect his alignment or whether or not he is lying (such as detect lies) including spells which compel truth (such as zone of truth). This replaces aura of courage.
Relaxed Vows: The paladin may associate with evil creatures, but only for a greater good. He may not commit evil acts, but he is free to lie or be deceitful for a good purpose. Atonement spells are done for 1/2 price to this paladin. This replaces his channel positive energy feature.
Aura of Trust: The paladin's is immune to spells and effect which detect his alignment or whether or not he is lying (such as detect lies) including spells which compel truth (such as zone of truth). This replaces aura of courage.
Gravelord (summoner archtype)
The gravelord focuses more on undead than outsiders or live summons.
Summon Undead- When using the summon monster template, the summoner does not add celestial or fiendish templates to creatures. All summons (besides ones already undead) are summoned as zombies or as skeletal. This affects his class abilities- casting the summon monster spells are done normally.
Undead Eidolon- The eidolon gainst the undead appearance evolution for free- this evolution cannot be removed though transmogrify or other effects which change or remove evolutions. This ability automatically increases as the summoner levels up as if he continue to spend points on it. The eidolon's type is undead AND outsider and is affected by all affects which affect undead. It has D12 HP instead of D10.
These abilities replace bond senses and health transferring abilities of life link. The eidolon is still limited in HP by it's proximity to the summoner without the unfetter spell being cast. The eidolon is still healed normally by rejevinate eidolon.
The graveyard must be neutral or evil, he cannot be good.
Summon Undead- When using the summon monster template, the summoner does not add celestial or fiendish templates to creatures. All summons (besides ones already undead) are summoned as zombies or as skeletal. This affects his class abilities- casting the summon monster spells are done normally.
Undead Eidolon- The eidolon gainst the undead appearance evolution for free- this evolution cannot be removed though transmogrify or other effects which change or remove evolutions. This ability automatically increases as the summoner levels up as if he continue to spend points on it. The eidolon's type is undead AND outsider and is affected by all affects which affect undead. It has D12 HP instead of D10.
These abilities replace bond senses and health transferring abilities of life link. The eidolon is still limited in HP by it's proximity to the summoner without the unfetter spell being cast. The eidolon is still healed normally by rejevinate eidolon.
The graveyard must be neutral or evil, he cannot be good.
Wednesday, April 3, 2013
Foresaker (Barbarian Archtype)
The foresaker suns all magic, as it is a crutch for the weak, and instead relies on his willpower and physical prowess and as such, was able to unlock greater potential.
Forsake Magic- The forsaker gains SR 12+level. He cannot voluntarily lower this. He can never willingly fail a saving throw against a spell/spell like ability/supernatural ability, including beneficial ones. He can never use magical items personally, though he can sit by a campfire made by magic, ride an airship, or walk through a magical gate. He may not use spells/spell like abilities/supernatural abilities. If he violates this he loses access to all forsaker abilities and takes a negative level for 1 month until he purifies himself through no magic use. This replaces fast movement and uncanny dodge.
Perfection of Self- Every even level, the forsaker gets a +1 inherent bonus to any physical ability score (Str/Dex/Con) or to wisdom. He may get up to +5 to any given ability score. This is in addition to the ability increases he gets every 4 levels.
Alternate Rage Powers- The following are alternate rage powers available to the forsaker.
Spellwrecker- Regain 1 rage point every time you kill a spellcaster or destroy a magical item. You may use this even when not raging.
Spellturning- Any time you roll a nat 20 on a saving throw against a spell that targets you only (which has bypassed your spell resistance) that spell is turned back against the caster, even if it's a touch based spell, who must save against the spell normally.
Lifecutter (10th level)- You may make a coup de grace against a regenerating creature who has been disabled via nonlethal damage. If the creature fails the fort save it dies, so long as the regeneration was bypassed by attacks of a certain alignment, magic, or natural element (like acid or fire). This works against undead and creatures who normally don't have to make fort saves (creatures with no con use their charisma modifier to the fort save instead). This does not bypass damage reduction, or regeneration that is bypassed by silver, cold iron, adamantine, or creatures whose regeneration is not bypassed by anything (such as the tarrasque). At 21st level this allows you to bypass epic regeneration.
Deep Wounds (6th level)- You can ignore up to 5 points of damage reduction from magic, or a certain alignment (even if not yours) for every rage point you spend before an attack. So if you spend 3 rage points you bypass 15 points of damage reduction. This does not bypass damage reduction from special materials or /-.
Spellrage (8th level)- If you are affected by a spell, spell like ability, or supernatural ability and fail your saving throw, you double your strengh bonus from raging, but only for attacks against the caster of the effect. If you are not raging, you may begin raging as an immediate action to gain this benefit. This lasts until the creature is killed or for the duration of your rage- whichever comes first. This ability does not stack with itself.
Counterspell (10th level)- You may ready an action against a spellcaster. You may use the readied action to deflect any single target ranged spells, including ranged touch spells as well as spells like magic missle. You make an attack roll against the spell. (AC = 10 + caster level). If you succeed, the spell is reflected back at the original caster. Only 1 spell may be reflected in this way, and spells with multiple pieces (like magic missile) only have 1 piece reflected back. Area effect spells are not affected, but at GMs discresion, certain ones (like fireball- wich has a bead that travels then explodes) may be hit back at the caster. The spell must have enough range left to get back to the caster from you or else it does not affect the caster.
Greater Counterspell (16th level)- You may use your counterspell ability as an opportunity attack rather than a readied action if you spend 2 rage points.
Forsake Magic- The forsaker gains SR 12+level. He cannot voluntarily lower this. He can never willingly fail a saving throw against a spell/spell like ability/supernatural ability, including beneficial ones. He can never use magical items personally, though he can sit by a campfire made by magic, ride an airship, or walk through a magical gate. He may not use spells/spell like abilities/supernatural abilities. If he violates this he loses access to all forsaker abilities and takes a negative level for 1 month until he purifies himself through no magic use. This replaces fast movement and uncanny dodge.
Perfection of Self- Every even level, the forsaker gets a +1 inherent bonus to any physical ability score (Str/Dex/Con) or to wisdom. He may get up to +5 to any given ability score. This is in addition to the ability increases he gets every 4 levels.
Alternate Rage Powers- The following are alternate rage powers available to the forsaker.
Spellwrecker- Regain 1 rage point every time you kill a spellcaster or destroy a magical item. You may use this even when not raging.
Spellturning- Any time you roll a nat 20 on a saving throw against a spell that targets you only (which has bypassed your spell resistance) that spell is turned back against the caster, even if it's a touch based spell, who must save against the spell normally.
Lifecutter (10th level)- You may make a coup de grace against a regenerating creature who has been disabled via nonlethal damage. If the creature fails the fort save it dies, so long as the regeneration was bypassed by attacks of a certain alignment, magic, or natural element (like acid or fire). This works against undead and creatures who normally don't have to make fort saves (creatures with no con use their charisma modifier to the fort save instead). This does not bypass damage reduction, or regeneration that is bypassed by silver, cold iron, adamantine, or creatures whose regeneration is not bypassed by anything (such as the tarrasque). At 21st level this allows you to bypass epic regeneration.
Deep Wounds (6th level)- You can ignore up to 5 points of damage reduction from magic, or a certain alignment (even if not yours) for every rage point you spend before an attack. So if you spend 3 rage points you bypass 15 points of damage reduction. This does not bypass damage reduction from special materials or /-.
Spellrage (8th level)- If you are affected by a spell, spell like ability, or supernatural ability and fail your saving throw, you double your strengh bonus from raging, but only for attacks against the caster of the effect. If you are not raging, you may begin raging as an immediate action to gain this benefit. This lasts until the creature is killed or for the duration of your rage- whichever comes first. This ability does not stack with itself.
Counterspell (10th level)- You may ready an action against a spellcaster. You may use the readied action to deflect any single target ranged spells, including ranged touch spells as well as spells like magic missle. You make an attack roll against the spell. (AC = 10 + caster level). If you succeed, the spell is reflected back at the original caster. Only 1 spell may be reflected in this way, and spells with multiple pieces (like magic missile) only have 1 piece reflected back. Area effect spells are not affected, but at GMs discresion, certain ones (like fireball- wich has a bead that travels then explodes) may be hit back at the caster. The spell must have enough range left to get back to the caster from you or else it does not affect the caster.
Greater Counterspell (16th level)- You may use your counterspell ability as an opportunity attack rather than a readied action if you spend 2 rage points.
Blue Mage (sorcerer archtype)
Spells-
The blue mage only choses one spell known from each spell level(from the sorcerer spell list). The rest of his spell known slots are filled up by suffering the effects of spells cast on him. When he is the affected a spell, he may make a concentration check (DC 15+ 2xspell level). Spells not found on the sorcerer list get +5 to the DC, and divine spells get an additional +5 to the DC. If he succeeds the check, he fills one of his spells known slots with that spell. If he fails, he cannot learn that spell until he gains a level. He may learn alchemical extracts as spells in this fashion. Divine spells are cast as arcane spells and use charisma as the casting stat, but cost 2 spell slots to cast.
Copy Ability- The blue mage may attempt to learn special abilities, such as witch hexes or oracle revelations. He must make the concentration check- DC (15+the caster level of the ability to be learned). If he succeeds, he may use this ability freely. He must be of a level high enough to gain that power if he was of the same class. He learns the ability with all the specifications of the orignal use and it does not improve. (So if he copies an eidolon, he gets an eidolon with the exact same specifications and it does not improve as he levels up, and he does not gain the other summoner abilities such as maker's call).
Appropriate Ability Targets are:
- Witch Hexes
- Magus Arcana (he can power these via spell slots)
- Inquisitor Bane ability
- Oracle Revelations
- Alchemist Discoveries
- The alchemist bomb ability
- Wild Shape
- Summon monster ability of summoners
- Eidolon
- Supernatural or spell like abilities relevant to race or mosters (such as aasimar's daylight ability or nightmare's plane shift ability).
He may have 1 such ability at 1st level and one more for every 5 levels he's obtained. He may chose to "lose" an ability to copy a new one. He may learn feats based on these abilities, but he loses the benefit of the feat if he gives up the ability. For example, if he copies a hex he might learn the split hex feat but loses the benefit if he replaces the hex with a non-hex.
This ability replaces bloodline powers/spells/ and abilities.
The blue mage only choses one spell known from each spell level(from the sorcerer spell list). The rest of his spell known slots are filled up by suffering the effects of spells cast on him. When he is the affected a spell, he may make a concentration check (DC 15+ 2xspell level). Spells not found on the sorcerer list get +5 to the DC, and divine spells get an additional +5 to the DC. If he succeeds the check, he fills one of his spells known slots with that spell. If he fails, he cannot learn that spell until he gains a level. He may learn alchemical extracts as spells in this fashion. Divine spells are cast as arcane spells and use charisma as the casting stat, but cost 2 spell slots to cast.
Copy Ability- The blue mage may attempt to learn special abilities, such as witch hexes or oracle revelations. He must make the concentration check- DC (15+the caster level of the ability to be learned). If he succeeds, he may use this ability freely. He must be of a level high enough to gain that power if he was of the same class. He learns the ability with all the specifications of the orignal use and it does not improve. (So if he copies an eidolon, he gets an eidolon with the exact same specifications and it does not improve as he levels up, and he does not gain the other summoner abilities such as maker's call).
Appropriate Ability Targets are:
- Witch Hexes
- Magus Arcana (he can power these via spell slots)
- Inquisitor Bane ability
- Oracle Revelations
- Alchemist Discoveries
- The alchemist bomb ability
- Wild Shape
- Summon monster ability of summoners
- Eidolon
- Supernatural or spell like abilities relevant to race or mosters (such as aasimar's daylight ability or nightmare's plane shift ability).
He may have 1 such ability at 1st level and one more for every 5 levels he's obtained. He may chose to "lose" an ability to copy a new one. He may learn feats based on these abilities, but he loses the benefit of the feat if he gives up the ability. For example, if he copies a hex he might learn the split hex feat but loses the benefit if he replaces the hex with a non-hex.
This ability replaces bloodline powers/spells/ and abilities.
Sage (Wizard Archtype)
The sage focuses on learning spells from all spell lists, but his while he has the greatest seleciton of spells, he can use less of them, and not the most powerful of them.
Spells- The sage gets -1 spell per spell level compared to the standard wizard and cannot learn 9th level spells.
The sage may add spells of any class list to his spellbook. They all use intelligence as the casting stat.
Any ARCANE spell from a list other than wizard (bard/summoner/magus/witch) can be added to his spell book at the same level as the other spell list, but they require 2 spell slots to memorize a spell not from the wizard spell list.
Any DIVINE spell (druid/inquisitor/paladin/ranger/cleric/oracle) can be added to his spell book, but it is treated as if it was one spell level higher, and requires 2 spell slots to memorize. He is still subject to the alignment restrictions of divine spells as far as not casting spells against his alignment. His arcane focus (whether item or familiar) is treated as his divine focus when applicable. These spells still use intelligence and are treated as arcane spells when the sage learns them.
When the sage levels up he only adds wizard spells to his spellbook. The other spells can be added only through copying from other spellbooks or scrolls. Divine spells are not typically found in spellbooks, so must generally be learned through divine scrolls.
This ability replaces arcane school.
Spells- The sage gets -1 spell per spell level compared to the standard wizard and cannot learn 9th level spells.
The sage may add spells of any class list to his spellbook. They all use intelligence as the casting stat.
Any ARCANE spell from a list other than wizard (bard/summoner/magus/witch) can be added to his spell book at the same level as the other spell list, but they require 2 spell slots to memorize a spell not from the wizard spell list.
Any DIVINE spell (druid/inquisitor/paladin/ranger/cleric/oracle) can be added to his spell book, but it is treated as if it was one spell level higher, and requires 2 spell slots to memorize. He is still subject to the alignment restrictions of divine spells as far as not casting spells against his alignment. His arcane focus (whether item or familiar) is treated as his divine focus when applicable. These spells still use intelligence and are treated as arcane spells when the sage learns them.
When the sage levels up he only adds wizard spells to his spellbook. The other spells can be added only through copying from other spellbooks or scrolls. Divine spells are not typically found in spellbooks, so must generally be learned through divine scrolls.
This ability replaces arcane school.
Nature's Ally (Druid Archtype)
This druid focuses on the powers of nature and protecting the plant and environment over the animal kingdom. Humans and animals are grouped together in this druid's mind- all part of the big scheme- but the environment must be protected.
Nature Bond- The druid does not gain an animal companion. He can choose a domain as his nature bond. He cannot choose the animal domain.
Plant Empathy- The druid's wild empathy applies only to plant type creatures, including awakened plants, and not to animals or magical beasts. He may apply this to fey at a -4 penalty. Fey that are linked to a special natural phenomenon, like a lake or a tree (like dryads) ignore the -4 penalty.
Aspect of Nature- The druid does not gain wildshape. Instead, he may emulate an aspect of nature. At level 4 and at every 2 levels thereafter he can choose an ability below. Some have prerequisites.
Ally of Wind- The druid can see through weather concealment (such as fog, dense snow, smoke, heavy rain, etc) and is treated as if wind was one category calmer for whether he is pushed or checked by it.
Elemental Ally- The druid can use his plant empathy power to influence elementals.
Quick Like Lightning- The druid gains the monk's fast movement ability.
Swift as the Pouring Rain- The druid gains the unarmored AC of a monk of the same level, including wisdom to AC.
Force of the Great Typhoon- The druid gains the unarmed attack bonus of a monk of the same level, but does not gain flurry of blows or other monk abilities.
Strength of the Raging Fire- The druid can rage as a barbarian of the same level. He does not gain rage powers or other barbarian abilities.
Tranquil as the Forest- As a standard action the druid can put a sanctuary effect around him, but it only affects animals, magical beasts, elementals, and fey. The DC to break the effect is 10+1/2 druid level + druid's wisdom. It is broken if he attacks any of the above creatures, but not if he attacks other creatures, such as giants or humanoids.
Tree Shape- The druid can take the form of an inanimate tree, either living or dead, as the spell Tree Shape, at will. He must be 8th level or higher to choose this ability.
Tree Stride- The druid use tree stride to teleport via trees a number of times per day equal to 3+his wisdom modifier. He maust be of 10th level or higher to choose this ability.
Storm Walker-The druid can walk unhindered in any natural storm, including hail, heavy winds. His vision is not impared by precipitation, and his movement is not impared by winds. He must have ally of wind to take this ability.
Earth Walker- The druid can use the earth glide ability as an earth elemental for a number of minutes equal to his druid level. This need not be consecutive but must be used in 1 minute increments. The druid must be of 8th level to chose this ability.
Wind Walker- The druid gains the flight ability similar to the witch hex.
Elemental Resistance- The druid choses to gain Resistance 5 to one energy type: fire, acid, lightning, electricy, cold, or sonic. This ability can be chosen more than once- to have it apply to another energy type, or to improve it. The same energy type chosen twice gives resistance 10, and 3 times gives immunity.
World Walker- The druid benefits from continual endure elements, can breathe water as well as air, and is not hindered by the effects of water pressure from deep water.
Mysterious as the Moon- The druid's weapons (or natural attacks) can bypass damage reduction and regeneration as if they were silver. The druid gains DR 5/cold iron.
Empowered Plant Magic- Any spell that the druid casts which targets or emulates plants (such as barkskin or plant growth or entangle) he can choose to modify with enlarge spell, extend spell, or empower spell without increasing casting time or changing the slot. He may do this a number of times per day equal to 3+his wisdom modifier.
Nature's Champion- At 20th level, the druid can control weather per the spell at will, gains the fey type, and adds his charisma to his unarmored AC. He no longer needs to eat food, but may gain nourishment from spending 1 hour in direct sunlight. He gains the ability to control elementals. Treat this as if it were channel energy of his level but only works to control elementals (like the control undead feat).
Nature Bond- The druid does not gain an animal companion. He can choose a domain as his nature bond. He cannot choose the animal domain.
Plant Empathy- The druid's wild empathy applies only to plant type creatures, including awakened plants, and not to animals or magical beasts. He may apply this to fey at a -4 penalty. Fey that are linked to a special natural phenomenon, like a lake or a tree (like dryads) ignore the -4 penalty.
Aspect of Nature- The druid does not gain wildshape. Instead, he may emulate an aspect of nature. At level 4 and at every 2 levels thereafter he can choose an ability below. Some have prerequisites.
Ally of Wind- The druid can see through weather concealment (such as fog, dense snow, smoke, heavy rain, etc) and is treated as if wind was one category calmer for whether he is pushed or checked by it.
Elemental Ally- The druid can use his plant empathy power to influence elementals.
Quick Like Lightning- The druid gains the monk's fast movement ability.
Swift as the Pouring Rain- The druid gains the unarmored AC of a monk of the same level, including wisdom to AC.
Force of the Great Typhoon- The druid gains the unarmed attack bonus of a monk of the same level, but does not gain flurry of blows or other monk abilities.
Strength of the Raging Fire- The druid can rage as a barbarian of the same level. He does not gain rage powers or other barbarian abilities.
Tranquil as the Forest- As a standard action the druid can put a sanctuary effect around him, but it only affects animals, magical beasts, elementals, and fey. The DC to break the effect is 10+1/2 druid level + druid's wisdom. It is broken if he attacks any of the above creatures, but not if he attacks other creatures, such as giants or humanoids.
Tree Shape- The druid can take the form of an inanimate tree, either living or dead, as the spell Tree Shape, at will. He must be 8th level or higher to choose this ability.
Tree Stride- The druid use tree stride to teleport via trees a number of times per day equal to 3+his wisdom modifier. He maust be of 10th level or higher to choose this ability.
Storm Walker-The druid can walk unhindered in any natural storm, including hail, heavy winds. His vision is not impared by precipitation, and his movement is not impared by winds. He must have ally of wind to take this ability.
Earth Walker- The druid can use the earth glide ability as an earth elemental for a number of minutes equal to his druid level. This need not be consecutive but must be used in 1 minute increments. The druid must be of 8th level to chose this ability.
Wind Walker- The druid gains the flight ability similar to the witch hex.
Elemental Resistance- The druid choses to gain Resistance 5 to one energy type: fire, acid, lightning, electricy, cold, or sonic. This ability can be chosen more than once- to have it apply to another energy type, or to improve it. The same energy type chosen twice gives resistance 10, and 3 times gives immunity.
World Walker- The druid benefits from continual endure elements, can breathe water as well as air, and is not hindered by the effects of water pressure from deep water.
Mysterious as the Moon- The druid's weapons (or natural attacks) can bypass damage reduction and regeneration as if they were silver. The druid gains DR 5/cold iron.
Empowered Plant Magic- Any spell that the druid casts which targets or emulates plants (such as barkskin or plant growth or entangle) he can choose to modify with enlarge spell, extend spell, or empower spell without increasing casting time or changing the slot. He may do this a number of times per day equal to 3+his wisdom modifier.
Nature's Champion- At 20th level, the druid can control weather per the spell at will, gains the fey type, and adds his charisma to his unarmored AC. He no longer needs to eat food, but may gain nourishment from spending 1 hour in direct sunlight. He gains the ability to control elementals. Treat this as if it were channel energy of his level but only works to control elementals (like the control undead feat).
White Wizard (Wizard Archtype)
White/Black Wizard
Spells- The white wizard does not use the wizard/sorcerer spell list. Instead he uses the cleric spell list. He learns the spells as arcane spell and uses his intelligence as the casting stat. He uses his arcane bond (whether an item or his familar) as his divine focus when it's required, as well as his holy symbol.
White/Black Magic- The white wizard cannot use spells that are opposed to his alignment, much like a cleric. At 1st level- he may choose one 1st level spell from the wizard spell list and put it on his spell list. At 5th level he may choose another spell of level 1-3 from the wizard list and put it on his spell list. At 10th level he may choose a spell of level 1-5, and at 15th level he can choose a spell of level 1-7, and at 20th level he may choose a spell of any level. This replaces scribe scroll and the wizard bonus feats.
Partial Domain- The wizard chooses one cleric domain that fits his alignment. He can add the spells of that domain to his spellbook, but he gets no domain powers. He does get an extra spell slot each level for domain spells. This replaces arcane school.
The white wizard refers to good wizards, black wizards rever to evil ones. The wizard must be good or evil.
Spells- The white wizard does not use the wizard/sorcerer spell list. Instead he uses the cleric spell list. He learns the spells as arcane spell and uses his intelligence as the casting stat. He uses his arcane bond (whether an item or his familar) as his divine focus when it's required, as well as his holy symbol.
White/Black Magic- The white wizard cannot use spells that are opposed to his alignment, much like a cleric. At 1st level- he may choose one 1st level spell from the wizard spell list and put it on his spell list. At 5th level he may choose another spell of level 1-3 from the wizard list and put it on his spell list. At 10th level he may choose a spell of level 1-5, and at 15th level he can choose a spell of level 1-7, and at 20th level he may choose a spell of any level. This replaces scribe scroll and the wizard bonus feats.
Partial Domain- The wizard chooses one cleric domain that fits his alignment. He can add the spells of that domain to his spellbook, but he gets no domain powers. He does get an extra spell slot each level for domain spells. This replaces arcane school.
The white wizard refers to good wizards, black wizards rever to evil ones. The wizard must be good or evil.
Tuesday, April 2, 2013
Magic Item Wielder (Bard Archtype)
Magic Item Wielder (Bard Archtype)
The Magic Item Wielder focuses on his Use Magic Device
skill to use abilities of magical items to suppliment his own magical
abilities.He loses his bardic performances and lore abilities to empower his
magical items.
Bard Performance: The bard can use his bard
performances to cast spells through a wand or staff without depleting charges.
He uses a number of rounds of performance equal to the spell level used, and
the charge is not wasted. He cannot recharge items this way. He may only use this ability on 1st level spells at level 1. Every 2 levels after the 1st (3rd, 5th) he can use this on the next higher spell level. This cannot be used for spells with costly material componants unless the bard supplies the material componant (such as for bless water or wish).
Wand Wielder: The bard can use any type of wand as if
the spell was on his spell list without need of a use magic device check. At
10th level, he uses his own charisma to set the DC of wands he uses and his own
caster level to set the caster level of a wand. This replaces inspire
courage.
Potion Master:
At 3rd level the bard uses his caster level whenever he drinks a potion
in place of the potion's caster level, like the Enhance Potion alchemist
discovery. He adds Alchemical Allocation and Amplify Elixir to his spell list
and to his spells known. He casts them as bard spells rather than using them as
alchemical extracts. At 16th level he gains the Eternal Potion alchemical
discovery. This ability replaces inspire competence, inspire
greatness, and inspire heroics.
Scroll Master: At 6th level the bard uses his caster
level in place of a scrolls caster level, if better, and uses his charisma to
set the DC of scrolls he uses if better than the scroll DC. He may use any
scroll as if the spell was on his spell list (using caster level checks if
easier than use magic device). At 18th level he may use 1 round of bard
performance to add +1 to either the DC or caster level of scrolls. This ability
replaces fascinate, suggestion, and mass suggestion.
Magic Item Master: The bard adds 1/2 his class level
to use magic device checks and can take 10 on such checks even if distracted.
This replaces bardic knowledge.
Crafter: The bard gains scribe scroll and brew potion
and craft wand as bonus feats. He chooses 1 at level 1, one at level 2, and one
at level 5. This replaces countersong, versatile performance, and loremaster.
At 7th level He may attempt to brew
potions and scribe scrolls and craft wands with spells he does not have access
to, though this adds +15 to the DC. This replaces dirge of doom.
Hasten Craft: The bard may aid another character in
the crafting of magical items. This requires that the bard has access to the
same item creation feat as he's assisting with. The bard's assitance allows the
magic item to be created in half the normal time. This replaces distraction.
Empower Wand: At 12th level the bard may expend 2
charges from a wand at once. Doing so increases the save DC by 2, or can treat
the power as if extended or empowered. He may expend 3 charges to
have the effect Intensified or Maximized. This replaces soothing
performance.
Metamagic Scroll: At 14th level the bard may use his
bardic music to apply any metamagic feat
he knows to a spell he's casting off a scroll. He must use a number of
bardic performances equal to twice the level increase from the metamagic feat.
This replaces frightening tune.
Scrollkeeper: At 20th level, the bard may use his
bardic music to cast a spell from a scroll without using up the scroll. He uses
a number of bardic music equal to twice the spell level of the scroll. The
scroll can then be used without being expended. Spells with costly material componants (such as wish) must still have the componant supplied. This replaces deadly
performance.
Wild Mage (Alternate class for witch)
Pathfinder Wild Mage
(Alternate class for witch)
HD: D6
Skill Points: 2+int
Alignment: Any Chaotic
Spells: A wild mage uses his intelligence as his casting stat. He memorizes spells like a wizard does. He takes his spells from the wizard spell list. He does not gain a familiar or arcane bond. He adds spells to his spellbook like a wizard does. He starts with all 0 level spells and 2 1st level spells +1 per int modifier. Every level gain +2 spells to your spellbook.
Wild Magic: When casting a spell the wild mage rolls 1d6-3 twice. The first number affects his caster level for the spell, and the second one affects the DC of the spell. If the numbers of the two dice are equal (both 3’s) then a wild magic surge results in addition to the spell effect. Practiced spellcaster does not prevent a lower caster level in any way.
Cantrips: Like a wizard a wild mage can cast cantrips. His cantrips are not considered wild magic and are not used up by the wild magic effect.
Chaotic: Gain a chaotic aura like a priest, and get +1 caster level to all spells with the [chaotic] descriptor.
Wild Talent: Each even level the wild mage can choose a wild talent from the list below. Some have level prerequisites.
Reckless Dwomer: The wild mage may attempt 1/day to cast any spell in his spellbook, even if he does not have the spell prepared. (Or one he has under spell mastery). He automatically gains a wild magic surge result and hopes for a result that indicates that the spell works properly. He may use this ability 1 extra time per day for every 5 levels he has.
Chaos Shield: 1/day as an immediate action the wild mage may pull back his wild magic when he causes a wild magic surge. The surge happens, but everyone within 10’ of the mage (including the mage himself) is unaffected by the surge, even a beneficial effect. He uses this ability after learning that a surge will happen, but before learning the result of the surge. This does not protect him from the wild magic surges of other wild mages.
Control Magic Device (Level 8): The mage has a 50% when using a magical item with a random effect (such as a rod of wonder or deck of illusions) of controlling the result. He must re-roll every time he uses the item. Artifacts (such as decks of many things) are not affected by this ability.
Magic Battery (Level 8): The mage can use a rod of wonder to attempt to cast his own spells. He has a 50% chance of success. If he fails, the rod of wonder charge is used normally and the spell lost is wasted. If successful he can use a memorized spell without losing the spell slot.
Wild Study: The mage can attempt to add spells to his spellbook that are not on the wizard spell list. Spells from the bard, cleric, witch, or other lists can be added. (But only spells- not alchemical formulas from the alchemist class or warlock invocations or other non-spells). When he attempts to cast a spell that are not on the wizard spell list, his wild magic rolls are 1d6-4 instead of 1d6-3, and a wild magic surge accompanies the spell if the two numbers are equal OR one apart from each other. (both 3s, or a 3 and 4).
Focused Magic: The mage can memorize a spell at a level 1 higher than it normally costs, as if modifying it by a metamagc feat. This spell will not result in a wild magic surge when cast normally (but using magic battery or reckless dwoemer acts normally). The caster level and DC modifiers are still applied normally.
Infuse Spell: 1/day the mage can infuse extra wild magic into a spell. When rolling his wild magic, he may add up to 3 to one of the d6 rolls and subtract the same number from the other. (So caster level +1d6 and DC +1d6-6, for example). The surge result still happens if the naked dice rolls are the same. He may use this 1 extra time per day per every 3 levels he’s obtained.
Wild Metamagic: The mage can attempt to apply a metamagic feat he has to one of his spells spontaneously without affecting casting time or spell level. He rolls 1d20. If the result is less than 2x the spell level modifier of the metamagic feat the metamagic feat is not applied and the spell results in a surge. Metamagic which modifies casting time (like quicken spell) cannot be used in this way. He may use this ability a number of times per day equal to 3+intelligence modifier. Requires: A metamagic feat.
Speedy Magic (Level 8, requires Wild Metamagic): The mage can attempt to cast a spell as a swift action. He has a 50% chance of success. If he fails a wild magic surge results and his spell is wasted, but the spell does not happen. (A wild magic surge result which says spell succeeds causes the spell to work).
Baneful Deflector (Su): The wild mage may surround himself in transparent energy for 1 round per mage level. Any targeted spell used against the mage is redirected to a random target within the range of the spell (the mage is included in this). The mage cannot allow certain spells to go through and others to pass. He cannot end this effect early. Thus a touch spell has a 50% chance to affect the caster, a magic missile will affect a random target within long range of the caster. He may use this ability a number of times per day equal to 3+ his intelligence modifier.
Penetrating Magic: The wild mage can charge the spell with extra wild magic energy, granting a +4 bonus to overcome spell resistance. Whenever he uses this ability, he takes a -2 penatly to all saving throws against magic or supernatural abilities until his next turn.
Nonsensical Nullifer(Su): The mage may touch a target who gets a will saving throw = to 10+intelligence modifier+1/2 wild mage level. Divination spells used on the target give completely random results. Detect alignment spells treat the target as if he had a random alignment, detect lie randomly pings his statements as true or false, locate creature will locate some other random creature within range, etc. The duration of this is 1 minute per caster level.
Organize Chaos(Ex): The mage is adept at putting order to chaos. He can count large numbers with a glance and estimate the correct size, and determine original shapes from broken pieces. This has 2 effects: 1) He can accurately estimate size. Upon seeing a pile of treasure he can tell you how many gold coins, silver, coins and copper coins there are at a glance, for example, or look at an army and tell you the number of soldiers. 2) He can look at a destroyed object, such as a pile of shattered glass, and know the exact shape that the pieces made before they were broken. He gets a +4 insight bonus to put the broken objects back together.
Wildshield(su) (level 16, requires chaos shield): 1/day the mage can surround himself in a spell absorbing shield. It completely protects him against spells, spell like abilities, invocations, and spell-like abilities from magical items. It protects from 1d6 spell levels per caster level. It protects against wild magic surges, each of which cast as 1d6 spell levels. This total number is unknown by the mage. It does not protect him his own spells. If the shield’s limit is reached exactly then the spell ends with no ill effects. If it is hit by a spell level which is higher than its remaining limit then it explodes in a wild magic surge. The shield lasts for 10 minutes per caster level.
Wild Strike(su) (level 16): The wild mage can cloak another creature in wild magic for 1 minute per caster level. Every spell that creature casts erupts in a wild magic surge in addition to the spell effects. The target can resist this with a will save (10+int+1/2 wild mage level). A creature that saves cannot be affected by this for 24 hours. Range is 60'/
Wild Zone(su) (level 16): The wild mage can attempt to create a zone of wild magic. This is done in an hour long ritual that consumes 1000 gp worth of material componants. Once completed, the zone becomes a wild magic zone for 1 year, at the same radius as the hallow spell. All spells and spell-completion items used within the zone have a 50% chance of erupting in a wild magic surge.
More Wild (level 6, requires infuse spell): The mage may choose to go hogwild with his spellcasting. He rolls 2d4-3 instead on his caster level and and DC modifiers instead of 1d6-3. This always is accompanied by a surge.
Surge Selector (level 10): This ability can be used 3+int modifier. The wild mage can roll twice for his wild magic surge and choose which of the surge effects happens. This can affect surges from reckless dwomer or other wild talents.
Mimic Magic (level 6): 1/day the wild mage can attempt to cast a spell that he witnessed being cast within the last hour. He has a 50% chance of success. On failure, a surge results. On success, he casts the spell, including all metamagic he saw the spell being cast with, and he must sacrifice a memorized spell of the same level. He may use this ability another time per day for every 5 levels he’s obtained.
Mimic Spell-Like Ability (level 10, requires mimic magic): The mage may use his mimic magic ability to mimic spell like abilities and invocations.
Mimic Supernatural Ability (level 16, requires mimic spell-like ability): The mage may attempt to mimic supernatural abilities. He uses them as spell like abilities (meaning they don’t bypass spell resistance) and only abilities that are used (rather than ones with constant effects like unearthly grace) can be mimicked. On success, he sacrifices a spell slot from his highest level spell. He must have a spell slot available from his highest level of spells to attempt this.
SpellShape (level 16, requies Chaos shield): 1/day the mage may attempt to catch a spell directed at him as an immediate action. He makes an opposed caster level check as if using dispel magic to counter the spell. If successful he may dispel the effect harmlessly, or he may redirect the spell energy into one of his own memorized spells. If he redirects the energy, he may use it on a spell that he has memorized of equal or lower level. That spell remains memorized. He must target the original caster with the new spell. He may use this 1 extra time per day per 5 levels.
Dispatch(Sp) (level 16): The mage may touch a creature who gets a will save. If failed the target is plane shifted to a random plane. He may use this 1/day per 5 levels. The mage is not aware of the location he sent the target to.
D20 Roll Plane
01 Abyss
02-Acheron
03-Alternate Prime
04-06-Astral Plane
07 Plane of Fire
08- Plane of Water
09- Plane of Air
10- Plane of Earth
11-13 Ethereal Plane
14- Negaive Energy Plane
15- Positive Energy Plane
16- Limbo
17- Nine Hells
18-19 Prime Material Plane
20- Plane of Shadow
* Characters sent to the same plane they are already on are teleported elsewhere in the same world.
Stabalize(Su)(level 16- requires chaos shield)- The mage may attempt to create an area of stability from wild magic effects. This ability is used as a full round action and affects an area within 30’ of the mage and follows him. This effect lasts 1 min/level. During this time no wild magic talents may be used, no spells roll for wild magic surges or caster level/dc modifers, and wild talents used outside on targets within are protected as if anti-magic aura. The mage’s own abilities are similarly suppressed.
Wildfire(Su) (level 16- requires reckless dwomer)- The mage may use reckless dwomer to attempt to cast any spell, whether he has it in his spellbook or not. The spell cannot be of a higher level than the mage can already cast.
Chaotic Blast(Sp)- The mage may use up a spell slot to deal chaotic damage as a ranged touch attack. The blast does 1d6 damage per spell level sacrificed, +1 damge/caster level of chaotic damage (will half). The range is close range.
SpellDraw(Sp) (10th requires chaotic blast)- A spellcasting target hit by chaotic blast who fails his will save has one of his spells automatically go off as if the person hit was the target of the new spell. The spell selected is of the same level sacrificed (if the caster has no spells of that level available, the highest available spell at a lowst level is used- if no viable spells are available this abilitiy is wasted). The spell uses any wild magic effects in the area normally (such as if the target is a wild mage he rolls caster level and dc modifiers and risks a surge)
Reckless(Ex): The caster need not worry about casting defensively. Any time he fails a concentration check to cast a spell, the spell erupts in a wild magic surge rather than being lost. The original spell is still cast.
Escape(Sp) (level 6)- The caster may attempt to teleport away, as if dimension door, but close range only. The location is randomly selected. At 12th level this goes to long range. At 16th level this has the range of teleport. At 20th level the caster may choose to plane shift if he wishes using this ability, at random of course(use the dispatch table). The caster may bring one creature per 3 caster levels with him if they all join hands. The mage may use this ability a number of times = to 3+charisma modifier.
Shatter Enchangment (level 8)-The caster attempts to dispel magic by touch 1/day per 5 caster levels. Any spell dispelled in this way erupts in a wild magic surge. At 12th level this acts as break enchantment, and at 16th level this is treated as greater dispel, remove curse, and break enchantment. At 20th level this acts as mage’s disjunction and can be used in an area like mage’s disjunction.
Wildcraft- The mage can attempt to create magical items he does not have the spells necessary to cast, like the warlock deceive item ability. Any magical item he fails his checks to create becomes a cursed item instead. He must still be of the correct caster level and spend the time and money normally. He must have the correct item crafting feats. He may attempt to make potions or scrolls in this fashion, but the DC is increased by 10.
Force Use Magic Device- If a wild mage fails his use magic device checks to activate blindly, use a wand, or use a scroll, he still uses the device normally, but a wild magic surge accompanies the effect. He must still have at least 1 rank of use magic device to make the attempt. This does not affect the emulate class feature, emulate race, or alignment features.
WildWand- The wild mage can, when using a wand, use his intelligence modifier to set the wand's DC, and use his caster level instead of the wand's caster level, but in doing so he risks causing a wild magic surge.
WIldScroll- The wild mage can attempt to use a scroll without consuming it. Roll 1d20:
1-5: Scroll Mishap. Scroll wasted. Spell does not go off.
6-10: Spell cast from scroll, scroll expended, wild magic surge accompanies spell.
11-20: Spell is cast from the scroll. The scroll is preserved.
He may use this ability a number of times per day equal to 3+ his intelligence modifier. If the scroll has an expensive material componant subtract -1 from the roll for every 100gp of the componant, max -5.
Borrow Class Feature (Level 8)- The wild mage may attempt to pretend that he is someone else with a use magic device check. The DC is 10 + the HD of the character he's impersonating. He can use this ability to use class feature items that he normally could not. For example, he could drink an alchemist's mutagen as if he was the alchemist, or non-infusion extracts. Or he could hold a soulknife's psiblade and use it in combat, or he could cast a personal spell on someone else's familiar by touch, or have their familar deliver his touch spells. He does this by influencing wild magic in the area. If he fails this check a wild magic surge results. He may attempt this once per day, plus one time at 12th level, and one more at 16th level. This does not allow him to take control of familars or make mutagens, only utilize existing ones as if he was the same as the owner.
Alternate Reality- 1/day the mage can re-arrange small fragments of space-time as a standard action. Everyone re-rolls their initiative rolls for the remainder of the combat and things continue on the current initiative tick.
At 5th level the wild mage gets +4 to his new initiative roll.
At 10th level this is a swift action.
At 15th level this is an immediate action.
Favored Class Options:
Gnome- Gain 1/6 of an extra wild magic talent.
Human- Gain +1 spell to your spellbook of a spell lower than the minimum spell you can cast.
Dwarf- Gain SR 1 against wild magic spells and effects, but not from your own abilities
Elf: Modify a wild magic surge result up or down by ½.
Halfling: Pick a wild magic talent that’s usable a number of times per day. Gain +1/2 time per day.
Wild Magic Surge Results
Treat DCs and caster level as normal for the mage based on the spell level that caused them.
D100 Roll Result
01 Wall of force appears in front of caster
02 Stinking cloud centered on caster
03 Caster shoots forth eight non-poisonous snakes from fingertips. Snakes do not attack.
04 Caster's clothes itch (+2 to initiative)
05 Caster glows as per a light spell
06 Spell effect has 60' radius centered on caster
07 Next phrase spoken by caster becomes true, lasting for 10 rounds
08 Caster's hair grows one foot in length
09 Caster moves 5’ caster level in a random direction
10 Caster's face is blackened by small explosion. Take 1d6 nonlethal damage.
11 Caster develops allergy to his magical items. Character cannot control sneezing until all magical items are removed. Allergy lasts 1d6 turns.
12 Caster's head enlarges for 1d3 turns
13 Caster drops 1 size category for 10 min/level
14 Caster falls madly in love with target until a remove curse is cast
15 Spell cannot be canceled at will by caster
16 Caster polymorphs randomly
17 All caster’s speech is put in comic book speech bubbles. He cannot cast spells with verbal components. Lasts 1 round/level
18 Reversed tongues affects all within 60 feet of caster
19 Wall of fire encircles caster
20 Caster's feet enlarge, reducing movement to half normal and adding +4 to initiative rolls for 10 min/level
21 Caster suffers same spell effect as target
22 Caster levitates 20' for 1d4 turns
23 Cause fear with 60' radius centered on caster. Caster immune.
24 Caster speaks in a squeaky voice for 1d6 days
25 Caster gains X-ray vision for 1d6 rounds
26 Caster ages 10 years
27 Silence, 15' radius centers on caster
28 10'x10' pit appears immediately in front of caster, 5' deep per level of the caster
29 Reverse gravity beneath caster's feet for 1 round
30 Colored streamers pour from caster's fingertips
31 Spell effect rebounds on caster
32 Caster becomes invisible
33 Color spray from caster's fingertips
34 Stream of butterflies pours from caster's mouth
35 Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast
36 3d10 gems shoot from caster's fingertips. Each gem is worth 1d6x10gp.
37 Music fills the air. Any bard music in effect continues for 1 round/level
38 Create food and water
39 All normal fires within 60' of caster are extinguished
40 One magical item within 30' of caster (randomly chosen) is hit by mage’s disjunction
41 One normal item within 30' of caster (randomly chosen) becomes magical for 1 day/caster level. Effect is random
42 All magical weapons within 30' of caster are increased by +2 for 10 rounds
43 Smoke trickles from the ears of all creatures within 60' of caster for 1 turn
44 Dancing lights
45 All creatures within 30' of caster begin to hiccup (50% spell fail on verbal spells, -2 to attack rolls)
46 Knock with 60’ radius
47 Caster and target exchange places
48 Spell affects random target within 60' of the caster
49 Spell fails but is not wiped from caster's mind
50 Monster summoning II
51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1 round/level
52 Deafening bang affects everyone within 60'. All those who can hear must save vs. spell or be deafened for 1d6 rounds.
53 Caster and target exchange bodies as if alter self for 24 hours
54 Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to appear.
55 Spell functions but shrieks like a shrieker
56 Spell effectiveness (duration, area of effect, damage, etc.) decreases 50%
57 Spell reversed, if reverse is possible
58 Spell becomes a living spell for the normal duration of the spell
59 All weapons within 60' of caster glow for 1 round/level
60 Spell functions; spell resistance does not apply, -5 to saving throws.
61 Spell appears to fail when cast, but occurs 1d4 rounds later
62 All magical items within 60' of caster glow for 1 day/caster level
63 Caster and target switch personalities for 2d10 rounds
64 Slow spell centered on target
65 Target deluded
66 Lightning bolt shoots toward target
67 Target enlarged
68 Darkness centered on target
69 Plant growth centered on target
70 1,000 lbs. of non-living matter within 10' of target vanishes
71 Fireball centers on target
72 Flesh to stone on target
73 Spell is cast; material components and memory of spell are retained
74 Everyone within 10' of caster receives the benefits of a heal
75 Target becomes dizzy (-4 AC attacks, need concentration check for spells) for 1 round/level
76 Wall of fire encircles target
77 Target levitates 20' for 1d3 turns
78 Target suffers blindness
79 Target is charmed as per charm monster
80 Target forgets last 24 hours
81 Target's feet enlarge, reducing movement to half normal and adding +4 to all initiative rolls for 10 min/level
82 Rust monster appears in front of target
83 Target polymorphs randomly
84 Target falls madly in love with caster until a dispel magic is cast.
85 Target changes sex
86 Small, black raincloud forms over target
87 Stinking cloud centers on target
88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
89 Target begins sneezing. No spells can be cast until fit passes (1d6 rounds).
90 Spell effect has 60' radius centered on target (all within radius suffer the effect)
91 Target's clothes itch (+2 to initiative for 1d10 rounds)
92 Target's race randomly changes until canceled by dispel magic
93 Target turns ethereal for 2d4 rounds
94 Target hastened
95 All non magical cloth on target crumbles to dust
96 Target sprouts leaves (no damage caused, can be pruned without harm)
97 Target sprouts new useless appendage (wings, arm, ear, etc.) until dispel magic or break enchantment cast
98 Target changes color (canceled by dispel magic)
99 Spell extended to triple duration
100 Spell empowered and maximized
(Alternate class for witch)
HD: D6
Skill Points: 2+int
Alignment: Any Chaotic
Level | BAB | Fort | Ref | Will | Special |
Spells
| |||||||||
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
1 | +0 | +0 | +0 | +2 | Wild Magic, Cantrips, Chaotic | 3 | 1 | - | - | - | - | - | - | - | - |
2 | +1 | +0 | +0 | +3 | Wild Talent | 4 | 2 | - | - | - | - | - | - | - | - |
3 | +1 | +1 | +1 | +3 | 4 | 2 | 1 | - | - | - | - | - | - | - | |
4 | +2 | +1 | +1 | +4 | Wild Talent | 4 | 3 | 2 | - | - | - | - | - | - | - |
5 | +2 | +1 | +1 | +4 | 4 | 3 | 2 | 1 | - | - | - | - | - | - | |
6 | +3 | +2 | +2 | +5 | Wild Talent | 4 | 3 | 3 | 2 | - | - | - | - | - | - |
7 | +3 | +2 | +2 | +5 | 4 | 4 | 3 | 2 | 1 | - | - | - | - | - | |
8 | +4 | +2 | +2 | +6 | Wild Talent | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +4 | +3 | +3 | +6 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | - | |
10 | +5 | +3 | +3 | +7 | Wild Talent | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
11 | +5 | +3 | +3 | +7 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | |
12 | +6/+1 | +4 | +4 | +8 | Wild Talent | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - |
13 | +6/+1 | +4 | +4 | +8 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | |
14 | +7/+2 | +4 | +4 | +9 | Wild Talent | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - |
15 | +7/+2 | +5 | +5 | +9 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | |
16 | +8/+3 | +5 | +5 | +10 | Wild Talent | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - |
17 | +8/+3 | +5 | +5 | +10 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |
18 | +9/+4 | +6 | +6 | +11 | Wild Talent | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
19 | +9/+4 | +6 | +6 | +11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | |
20 | +10/+5 | +6 | +6 | +12 | Wild Talent | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Wild Magic: When casting a spell the wild mage rolls 1d6-3 twice. The first number affects his caster level for the spell, and the second one affects the DC of the spell. If the numbers of the two dice are equal (both 3’s) then a wild magic surge results in addition to the spell effect. Practiced spellcaster does not prevent a lower caster level in any way.
Cantrips: Like a wizard a wild mage can cast cantrips. His cantrips are not considered wild magic and are not used up by the wild magic effect.
Chaotic: Gain a chaotic aura like a priest, and get +1 caster level to all spells with the [chaotic] descriptor.
Wild Talent: Each even level the wild mage can choose a wild talent from the list below. Some have level prerequisites.
Reckless Dwomer: The wild mage may attempt 1/day to cast any spell in his spellbook, even if he does not have the spell prepared. (Or one he has under spell mastery). He automatically gains a wild magic surge result and hopes for a result that indicates that the spell works properly. He may use this ability 1 extra time per day for every 5 levels he has.
Chaos Shield: 1/day as an immediate action the wild mage may pull back his wild magic when he causes a wild magic surge. The surge happens, but everyone within 10’ of the mage (including the mage himself) is unaffected by the surge, even a beneficial effect. He uses this ability after learning that a surge will happen, but before learning the result of the surge. This does not protect him from the wild magic surges of other wild mages.
Control Magic Device (Level 8): The mage has a 50% when using a magical item with a random effect (such as a rod of wonder or deck of illusions) of controlling the result. He must re-roll every time he uses the item. Artifacts (such as decks of many things) are not affected by this ability.
Magic Battery (Level 8): The mage can use a rod of wonder to attempt to cast his own spells. He has a 50% chance of success. If he fails, the rod of wonder charge is used normally and the spell lost is wasted. If successful he can use a memorized spell without losing the spell slot.
Wild Study: The mage can attempt to add spells to his spellbook that are not on the wizard spell list. Spells from the bard, cleric, witch, or other lists can be added. (But only spells- not alchemical formulas from the alchemist class or warlock invocations or other non-spells). When he attempts to cast a spell that are not on the wizard spell list, his wild magic rolls are 1d6-4 instead of 1d6-3, and a wild magic surge accompanies the spell if the two numbers are equal OR one apart from each other. (both 3s, or a 3 and 4).
Focused Magic: The mage can memorize a spell at a level 1 higher than it normally costs, as if modifying it by a metamagc feat. This spell will not result in a wild magic surge when cast normally (but using magic battery or reckless dwoemer acts normally). The caster level and DC modifiers are still applied normally.
Infuse Spell: 1/day the mage can infuse extra wild magic into a spell. When rolling his wild magic, he may add up to 3 to one of the d6 rolls and subtract the same number from the other. (So caster level +1d6 and DC +1d6-6, for example). The surge result still happens if the naked dice rolls are the same. He may use this 1 extra time per day per every 3 levels he’s obtained.
Wild Metamagic: The mage can attempt to apply a metamagic feat he has to one of his spells spontaneously without affecting casting time or spell level. He rolls 1d20. If the result is less than 2x the spell level modifier of the metamagic feat the metamagic feat is not applied and the spell results in a surge. Metamagic which modifies casting time (like quicken spell) cannot be used in this way. He may use this ability a number of times per day equal to 3+intelligence modifier. Requires: A metamagic feat.
Speedy Magic (Level 8, requires Wild Metamagic): The mage can attempt to cast a spell as a swift action. He has a 50% chance of success. If he fails a wild magic surge results and his spell is wasted, but the spell does not happen. (A wild magic surge result which says spell succeeds causes the spell to work).
Baneful Deflector (Su): The wild mage may surround himself in transparent energy for 1 round per mage level. Any targeted spell used against the mage is redirected to a random target within the range of the spell (the mage is included in this). The mage cannot allow certain spells to go through and others to pass. He cannot end this effect early. Thus a touch spell has a 50% chance to affect the caster, a magic missile will affect a random target within long range of the caster. He may use this ability a number of times per day equal to 3+ his intelligence modifier.
Penetrating Magic: The wild mage can charge the spell with extra wild magic energy, granting a +4 bonus to overcome spell resistance. Whenever he uses this ability, he takes a -2 penatly to all saving throws against magic or supernatural abilities until his next turn.
Nonsensical Nullifer(Su): The mage may touch a target who gets a will saving throw = to 10+intelligence modifier+1/2 wild mage level. Divination spells used on the target give completely random results. Detect alignment spells treat the target as if he had a random alignment, detect lie randomly pings his statements as true or false, locate creature will locate some other random creature within range, etc. The duration of this is 1 minute per caster level.
Organize Chaos(Ex): The mage is adept at putting order to chaos. He can count large numbers with a glance and estimate the correct size, and determine original shapes from broken pieces. This has 2 effects: 1) He can accurately estimate size. Upon seeing a pile of treasure he can tell you how many gold coins, silver, coins and copper coins there are at a glance, for example, or look at an army and tell you the number of soldiers. 2) He can look at a destroyed object, such as a pile of shattered glass, and know the exact shape that the pieces made before they were broken. He gets a +4 insight bonus to put the broken objects back together.
Wildshield(su) (level 16, requires chaos shield): 1/day the mage can surround himself in a spell absorbing shield. It completely protects him against spells, spell like abilities, invocations, and spell-like abilities from magical items. It protects from 1d6 spell levels per caster level. It protects against wild magic surges, each of which cast as 1d6 spell levels. This total number is unknown by the mage. It does not protect him his own spells. If the shield’s limit is reached exactly then the spell ends with no ill effects. If it is hit by a spell level which is higher than its remaining limit then it explodes in a wild magic surge. The shield lasts for 10 minutes per caster level.
Wild Strike(su) (level 16): The wild mage can cloak another creature in wild magic for 1 minute per caster level. Every spell that creature casts erupts in a wild magic surge in addition to the spell effects. The target can resist this with a will save (10+int+1/2 wild mage level). A creature that saves cannot be affected by this for 24 hours. Range is 60'/
Wild Zone(su) (level 16): The wild mage can attempt to create a zone of wild magic. This is done in an hour long ritual that consumes 1000 gp worth of material componants. Once completed, the zone becomes a wild magic zone for 1 year, at the same radius as the hallow spell. All spells and spell-completion items used within the zone have a 50% chance of erupting in a wild magic surge.
More Wild (level 6, requires infuse spell): The mage may choose to go hogwild with his spellcasting. He rolls 2d4-3 instead on his caster level and and DC modifiers instead of 1d6-3. This always is accompanied by a surge.
Surge Selector (level 10): This ability can be used 3+int modifier. The wild mage can roll twice for his wild magic surge and choose which of the surge effects happens. This can affect surges from reckless dwomer or other wild talents.
Mimic Magic (level 6): 1/day the wild mage can attempt to cast a spell that he witnessed being cast within the last hour. He has a 50% chance of success. On failure, a surge results. On success, he casts the spell, including all metamagic he saw the spell being cast with, and he must sacrifice a memorized spell of the same level. He may use this ability another time per day for every 5 levels he’s obtained.
Mimic Spell-Like Ability (level 10, requires mimic magic): The mage may use his mimic magic ability to mimic spell like abilities and invocations.
Mimic Supernatural Ability (level 16, requires mimic spell-like ability): The mage may attempt to mimic supernatural abilities. He uses them as spell like abilities (meaning they don’t bypass spell resistance) and only abilities that are used (rather than ones with constant effects like unearthly grace) can be mimicked. On success, he sacrifices a spell slot from his highest level spell. He must have a spell slot available from his highest level of spells to attempt this.
SpellShape (level 16, requies Chaos shield): 1/day the mage may attempt to catch a spell directed at him as an immediate action. He makes an opposed caster level check as if using dispel magic to counter the spell. If successful he may dispel the effect harmlessly, or he may redirect the spell energy into one of his own memorized spells. If he redirects the energy, he may use it on a spell that he has memorized of equal or lower level. That spell remains memorized. He must target the original caster with the new spell. He may use this 1 extra time per day per 5 levels.
Dispatch(Sp) (level 16): The mage may touch a creature who gets a will save. If failed the target is plane shifted to a random plane. He may use this 1/day per 5 levels. The mage is not aware of the location he sent the target to.
D20 Roll Plane
01 Abyss
02-Acheron
03-Alternate Prime
04-06-Astral Plane
07 Plane of Fire
08- Plane of Water
09- Plane of Air
10- Plane of Earth
11-13 Ethereal Plane
14- Negaive Energy Plane
15- Positive Energy Plane
16- Limbo
17- Nine Hells
18-19 Prime Material Plane
20- Plane of Shadow
* Characters sent to the same plane they are already on are teleported elsewhere in the same world.
Stabalize(Su)(level 16- requires chaos shield)- The mage may attempt to create an area of stability from wild magic effects. This ability is used as a full round action and affects an area within 30’ of the mage and follows him. This effect lasts 1 min/level. During this time no wild magic talents may be used, no spells roll for wild magic surges or caster level/dc modifers, and wild talents used outside on targets within are protected as if anti-magic aura. The mage’s own abilities are similarly suppressed.
Wildfire(Su) (level 16- requires reckless dwomer)- The mage may use reckless dwomer to attempt to cast any spell, whether he has it in his spellbook or not. The spell cannot be of a higher level than the mage can already cast.
Chaotic Blast(Sp)- The mage may use up a spell slot to deal chaotic damage as a ranged touch attack. The blast does 1d6 damage per spell level sacrificed, +1 damge/caster level of chaotic damage (will half). The range is close range.
SpellDraw(Sp) (10th requires chaotic blast)- A spellcasting target hit by chaotic blast who fails his will save has one of his spells automatically go off as if the person hit was the target of the new spell. The spell selected is of the same level sacrificed (if the caster has no spells of that level available, the highest available spell at a lowst level is used- if no viable spells are available this abilitiy is wasted). The spell uses any wild magic effects in the area normally (such as if the target is a wild mage he rolls caster level and dc modifiers and risks a surge)
Reckless(Ex): The caster need not worry about casting defensively. Any time he fails a concentration check to cast a spell, the spell erupts in a wild magic surge rather than being lost. The original spell is still cast.
Escape(Sp) (level 6)- The caster may attempt to teleport away, as if dimension door, but close range only. The location is randomly selected. At 12th level this goes to long range. At 16th level this has the range of teleport. At 20th level the caster may choose to plane shift if he wishes using this ability, at random of course(use the dispatch table). The caster may bring one creature per 3 caster levels with him if they all join hands. The mage may use this ability a number of times = to 3+charisma modifier.
Shatter Enchangment (level 8)-The caster attempts to dispel magic by touch 1/day per 5 caster levels. Any spell dispelled in this way erupts in a wild magic surge. At 12th level this acts as break enchantment, and at 16th level this is treated as greater dispel, remove curse, and break enchantment. At 20th level this acts as mage’s disjunction and can be used in an area like mage’s disjunction.
Wildcraft- The mage can attempt to create magical items he does not have the spells necessary to cast, like the warlock deceive item ability. Any magical item he fails his checks to create becomes a cursed item instead. He must still be of the correct caster level and spend the time and money normally. He must have the correct item crafting feats. He may attempt to make potions or scrolls in this fashion, but the DC is increased by 10.
Force Use Magic Device- If a wild mage fails his use magic device checks to activate blindly, use a wand, or use a scroll, he still uses the device normally, but a wild magic surge accompanies the effect. He must still have at least 1 rank of use magic device to make the attempt. This does not affect the emulate class feature, emulate race, or alignment features.
WildWand- The wild mage can, when using a wand, use his intelligence modifier to set the wand's DC, and use his caster level instead of the wand's caster level, but in doing so he risks causing a wild magic surge.
WIldScroll- The wild mage can attempt to use a scroll without consuming it. Roll 1d20:
1-5: Scroll Mishap. Scroll wasted. Spell does not go off.
6-10: Spell cast from scroll, scroll expended, wild magic surge accompanies spell.
11-20: Spell is cast from the scroll. The scroll is preserved.
He may use this ability a number of times per day equal to 3+ his intelligence modifier. If the scroll has an expensive material componant subtract -1 from the roll for every 100gp of the componant, max -5.
Borrow Class Feature (Level 8)- The wild mage may attempt to pretend that he is someone else with a use magic device check. The DC is 10 + the HD of the character he's impersonating. He can use this ability to use class feature items that he normally could not. For example, he could drink an alchemist's mutagen as if he was the alchemist, or non-infusion extracts. Or he could hold a soulknife's psiblade and use it in combat, or he could cast a personal spell on someone else's familiar by touch, or have their familar deliver his touch spells. He does this by influencing wild magic in the area. If he fails this check a wild magic surge results. He may attempt this once per day, plus one time at 12th level, and one more at 16th level. This does not allow him to take control of familars or make mutagens, only utilize existing ones as if he was the same as the owner.
Alternate Reality- 1/day the mage can re-arrange small fragments of space-time as a standard action. Everyone re-rolls their initiative rolls for the remainder of the combat and things continue on the current initiative tick.
At 5th level the wild mage gets +4 to his new initiative roll.
At 10th level this is a swift action.
At 15th level this is an immediate action.
Favored Class Options:
Gnome- Gain 1/6 of an extra wild magic talent.
Human- Gain +1 spell to your spellbook of a spell lower than the minimum spell you can cast.
Dwarf- Gain SR 1 against wild magic spells and effects, but not from your own abilities
Elf: Modify a wild magic surge result up or down by ½.
Halfling: Pick a wild magic talent that’s usable a number of times per day. Gain +1/2 time per day.
Wild Magic Surge Results
Treat DCs and caster level as normal for the mage based on the spell level that caused them.
D100 Roll Result
01 Wall of force appears in front of caster
02 Stinking cloud centered on caster
03 Caster shoots forth eight non-poisonous snakes from fingertips. Snakes do not attack.
04 Caster's clothes itch (+2 to initiative)
05 Caster glows as per a light spell
06 Spell effect has 60' radius centered on caster
07 Next phrase spoken by caster becomes true, lasting for 10 rounds
08 Caster's hair grows one foot in length
09 Caster moves 5’ caster level in a random direction
10 Caster's face is blackened by small explosion. Take 1d6 nonlethal damage.
11 Caster develops allergy to his magical items. Character cannot control sneezing until all magical items are removed. Allergy lasts 1d6 turns.
12 Caster's head enlarges for 1d3 turns
13 Caster drops 1 size category for 10 min/level
14 Caster falls madly in love with target until a remove curse is cast
15 Spell cannot be canceled at will by caster
16 Caster polymorphs randomly
17 All caster’s speech is put in comic book speech bubbles. He cannot cast spells with verbal components. Lasts 1 round/level
18 Reversed tongues affects all within 60 feet of caster
19 Wall of fire encircles caster
20 Caster's feet enlarge, reducing movement to half normal and adding +4 to initiative rolls for 10 min/level
21 Caster suffers same spell effect as target
22 Caster levitates 20' for 1d4 turns
23 Cause fear with 60' radius centered on caster. Caster immune.
24 Caster speaks in a squeaky voice for 1d6 days
25 Caster gains X-ray vision for 1d6 rounds
26 Caster ages 10 years
27 Silence, 15' radius centers on caster
28 10'x10' pit appears immediately in front of caster, 5' deep per level of the caster
29 Reverse gravity beneath caster's feet for 1 round
30 Colored streamers pour from caster's fingertips
31 Spell effect rebounds on caster
32 Caster becomes invisible
33 Color spray from caster's fingertips
34 Stream of butterflies pours from caster's mouth
35 Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast
36 3d10 gems shoot from caster's fingertips. Each gem is worth 1d6x10gp.
37 Music fills the air. Any bard music in effect continues for 1 round/level
38 Create food and water
39 All normal fires within 60' of caster are extinguished
40 One magical item within 30' of caster (randomly chosen) is hit by mage’s disjunction
41 One normal item within 30' of caster (randomly chosen) becomes magical for 1 day/caster level. Effect is random
42 All magical weapons within 30' of caster are increased by +2 for 10 rounds
43 Smoke trickles from the ears of all creatures within 60' of caster for 1 turn
44 Dancing lights
45 All creatures within 30' of caster begin to hiccup (50% spell fail on verbal spells, -2 to attack rolls)
46 Knock with 60’ radius
47 Caster and target exchange places
48 Spell affects random target within 60' of the caster
49 Spell fails but is not wiped from caster's mind
50 Monster summoning II
51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1 round/level
52 Deafening bang affects everyone within 60'. All those who can hear must save vs. spell or be deafened for 1d6 rounds.
53 Caster and target exchange bodies as if alter self for 24 hours
54 Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to appear.
55 Spell functions but shrieks like a shrieker
56 Spell effectiveness (duration, area of effect, damage, etc.) decreases 50%
57 Spell reversed, if reverse is possible
58 Spell becomes a living spell for the normal duration of the spell
59 All weapons within 60' of caster glow for 1 round/level
60 Spell functions; spell resistance does not apply, -5 to saving throws.
61 Spell appears to fail when cast, but occurs 1d4 rounds later
62 All magical items within 60' of caster glow for 1 day/caster level
63 Caster and target switch personalities for 2d10 rounds
64 Slow spell centered on target
65 Target deluded
66 Lightning bolt shoots toward target
67 Target enlarged
68 Darkness centered on target
69 Plant growth centered on target
70 1,000 lbs. of non-living matter within 10' of target vanishes
71 Fireball centers on target
72 Flesh to stone on target
73 Spell is cast; material components and memory of spell are retained
74 Everyone within 10' of caster receives the benefits of a heal
75 Target becomes dizzy (-4 AC attacks, need concentration check for spells) for 1 round/level
76 Wall of fire encircles target
77 Target levitates 20' for 1d3 turns
78 Target suffers blindness
79 Target is charmed as per charm monster
80 Target forgets last 24 hours
81 Target's feet enlarge, reducing movement to half normal and adding +4 to all initiative rolls for 10 min/level
82 Rust monster appears in front of target
83 Target polymorphs randomly
84 Target falls madly in love with caster until a dispel magic is cast.
85 Target changes sex
86 Small, black raincloud forms over target
87 Stinking cloud centers on target
88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
89 Target begins sneezing. No spells can be cast until fit passes (1d6 rounds).
90 Spell effect has 60' radius centered on target (all within radius suffer the effect)
91 Target's clothes itch (+2 to initiative for 1d10 rounds)
92 Target's race randomly changes until canceled by dispel magic
93 Target turns ethereal for 2d4 rounds
94 Target hastened
95 All non magical cloth on target crumbles to dust
96 Target sprouts leaves (no damage caused, can be pruned without harm)
97 Target sprouts new useless appendage (wings, arm, ear, etc.) until dispel magic or break enchantment cast
98 Target changes color (canceled by dispel magic)
99 Spell extended to triple duration
100 Spell empowered and maximized
Subscribe to:
Posts (Atom)