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| DarkerDreams07-24-05, 10:29 AM | Alternate Wizards The entire function of this is to grant some flexibility and interesting alternate abilities to the core Wizard class (and its specialist subclasses). These rules may be used to give a particular wizard a special flavor, or to give all wizards in your game a level of flexibility and uniqueness. These abilities might represent special schools or mentor-student lines, with different groups teaching different abilities and combinations of abilities. The first step in using these alternate wizards is to remove the bonus feats (including Scribe Scroll) and Familiar a normal Wizard possesses. The Wizard may then choose 2 talents. Unless special rules are given in a specific talent for taking it more than once, a given talent may only be taken one time (like a feat). Some additional talents would be an Arcane Domain, Specialist Wizard Variant abilities, or the Item Familiar found in Unearthed Arcana (pg 57, 59 and pg 171 respectively). When using the Specialist Wizard Variant abilities the drawbacks given in the descriptions (such as loss of bonus spells for being a specialist) are ignored, however the Wizard must be able to cast spells from the associated school, and some DMs may wish to require the Specialist Training and Specialist Education talents be chosen for that school. Sorcerers, or any other primary caster, could benefit from some of the abilities on this list. A sorcerer who yields his Familiar ability gets a single talent. Other primary casting classes, such as the cleric or druid, might be appropriate for similar “talent lists,” however the lists will likely need to be changed or adjusted (druids, for example, should get an animal companion equal to their full level for a single talent). Several of these are not my own idea originally, though I’ve attempted to clean up an (more or less) balance everything. This is broken into the following sections; 1) alternate ability feats (http://boards1.wizards.com/showthread.php?p=6777948#post6777948) -gain more abilities at a price. 2) alternate ability list (http://boards1.wizards.com/showthread.php?p=6777952#post6777952) -over 51 different ways to make your spellcaster stand out. 3) flavor samples (http://boards1.wizards.com/showthread.php?p=6777958#post6777958) -several different character concepts and some alt abilities to make them. |
| DarkerDreams07-24-05, 10:29 AM | Invariably, some spellcasters will want more “special abilities” and thus desire more talents. Alternately, to fit certain images (such as the Specialist, or some types of shaman images) more special abilities may be required. The most direct way is to allow them to take “Alternate Ability” feats. By sacrificing a feat and suffering certain other limitations or penalties, the character receives a number of new talents. A slightly different way to do this (and one more suitable for some DMs) might be to make the Alternate Ability feats flaws instead and reduce the number of Talents granted by one. This works fine for all the feats except Arcane Aura, which should probably instead grant either a feat or a talent (but not both at the same time). Arcane Aura (Alternate Ability) Prerequisite: Intelligence 15+, Able to cast 3rd level arcane spells, Knowledge (arcane) 8 ranks, Spellcraft 8 ranks, at least 2 other Alternate Ability feats. Benefit: The Wizard gains one extra Talent from the Alternate Wizard Talents List. Special: The wizard suffers a –1 penalty to all Diplomacy, Handle Animal, and Ride checks. Animals have an attitude towards the wizard one level worse than normal, and the wizard is followed by a simple magical effect that could be produced with the Prestidigitation spell. This special effect is not under the caster’s control, and cannot be deactivated short of entering an antimagic shell, though a successful targeted dispelling suppresses it for 1d4 rounds. These effects might produce a –1 penalty to other checks (usually Hide or Move Silently), and will reveal the wizard’s presence to those familiar with him (though not, necessarily, his location). Some examples are; A certain scent always follows the mage, the temperature in the area around the mage raises/drops by a few degrees (this provides no bonus or penalty to surviving extreme environments), the area around the mage becomes cleaner or dirtier as they pass, an ethereal soundtrack (nothing distinct or recognizable, however) follows the mage. The caster chooses the effect when he takes this feat, but has no other control over this effect. This feat may be taken any number of times, all penalties except for the reduction in animal’s reaction stack, meaning a new special effect must be chosen each time (or the area or severity expands). Talented Wizard (Alternate Ability) Prerequisite: Intelligence 15+, Wizard level 1, Knowledge (arcane) 4 ranks, Spellcraft 4 ranks. Benefit: The Wizard gains two extra Talents from the Alternate Wizard Talents List. Special: The Wizard’s Strength, Dexterity, or Constitution (caster’s choice) is reduced by 2 points. This feat may be taken any number of times. Unusual Abilities (Alternate Ability) Prerequisite: Able to cast 1st level arcane spells, Knowledge (arcane) 4 ranks Benefit: The Wizard gains two extra Talents from the Alternate Wizard Talents List. Special: This feat may only be taken when a level of Wizard, or class that grants +1 caster level, is taken and the character does not gain spells per day, spells in spellbook, caster level, or other such benefits for this level. Effectively this feat grants –1 caster level, but can only be taken when that is cancelled out by the level being gained. This feat may be taken any number of times. This feat, unlike most, remains active if the character’s caster level is 0, but not if it drops below zero for any reason. Specialist Loss (Alternate Ability) Prerequisite: Able to cast 1st level arcane spells. Benefit: The Wizard gains two extra Talents from the Alternate Wizard Talents List. Special: When this feat is taken the wizard chooses a single school of spells, he may no longer prepare or cast spells from that school. If the wizard has spells of that school in their spellbook they remain in the spellbook but can no longer be prepared or treated as “known.” Such spells mastered with Spell mastery are immediately forgotten, and the slot may be filled with a new spell from a school the caster can still cast from. This feat may be taken up to 6 times, each time a new school is lost. The Divination school may not be sacrificed thus unless at least three other schools have been sacrificed this way, and universal spells can never be sacrificed (not being a school). Power of Madness (Alternate Ability) Prerequisite: Wizard level 1, Knowledge (arcane) 4 ranks, Spellcraft 4 ranks. Benefit: The Wizard gains two extra Talents from the Alternate Wizard Talents List. Special: The Wizard must reduce his Charisma, Wisdom, or Intelligence (caster’s choice) by 4 points- though he may divide this reduction among the three abilities however he likes (2 to each of two abilities, -3 to one and –1 to another, -2 to one and –1 to both others,–4 to one, or any other combination adding up to a permanent reduction of 4 points). This feat may be taken any number of times. Elemental Weakness (Alternate Ability) Prerequisite: 1 level of Wizard, Knowledge (arcane) 4 ranks. Benefit: The Wizard gains two extra Talents from the Alternate Wizard Talents List. Special: When this feat is taken the wizard chooses a single element (acid, fire, lightning, or ice), he may no longer prepare or cast spells of that element. If the wizard has spells of that type in their spellbook they remain in the spellbook but can no longer be prepared or treated as “known.” Such spells mastered with Spell mastery are immediately forgotten, and the slot may be filled with a new spell the caster can still cast. Further, the character suffers a –2 to all saves against spells or attacks with that elemental type and is considered weak against that elemental type (they take 150% normal damage from attacks using that element, regardless of saves). This feat may be taken any number of times, however each time a new element is lost, giving a practical limit of 4. |
| DarkerDreams07-24-05, 10:30 AM | Alternate Wizard Talents Able Familiar; This talent cannot be taken by a wizard that does not possess the Familiar talent. When the familiar of a wizard with this talent grants his master the Alertness feat it also grants +2 bonus to one ability. The bonus goes to the ability associated with the normal bonus; thus a bat familiar (listen) would grant a +2 to wisdom, cat familiar (move silently) would grant a +2 to dexterity, a toad (hit points) would grant a +2 to constitution, and a weasel (reflex saves) would grant a +2 to dexterity. Animal Companion: The Wizard gains an animal companion at 2nd level. This ability functions like the druid ability of the same name, except that the Wizard’s effective druid level is one-half his Wizard level. A Wizard may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Wizard level. Like a druid, a Wizard cannot select an alternative animal if the choice would reduce his effective druid level below 1st. This talent may be chosen twice. The second time means a first level wizard may have an animal companion and the Wizard’s full level counts towards animal companion abilities. If the character has levels in another class that grants an Animal Companion the effective levels may be added together to determine the abilities of the animal companion. Arcane Blast: This talent cannot be taken by a wizard that does not possess the Spell Blast talent. At will the Wizard may perform a ray attack with a 60’ range dealing 1d4 damage per two Wizard levels (round down, minimum 1) without saving throw (SR does apply). This attack is considered spell with level equal to one third the character’s level of Wizard (round down, minimum 1). The damage from this attack is untyped magic. Arcane Burst: This talent cannot be taken by a wizard that does not possess both the Arcane Blast and the Spell Blast talent. At will the Wizard may create a burst with a 10’ radius centered on himself which deals 1d4 damage per two Wizard levels. SR does not apply, but a reflex save halves the damage (the Wizard is not harmed by this attack, nor is his equipment). This attack is considered a spell with level equal to one half the character’s Wizard level (round down, minimum 0). The damage from this attack is untyped magic. Armored Wizard: The wizard is proficient with light armor and reduces the Arcane Spell Failure of armor worn proficiently by half her wizard level (round down). Battle Trained Wizard: The Wizard's Hit Die increase to d6 and he has proficiency with all simple weapons. If this is taken after first level, this ability increases the wizard’s first level hit points by 2 and each additional level’s hit points by 1. Further levels have hitpoints rolled normally. Blood Casting: When this wizard casts a spell he may chose to suffer an amount of damage equal to the level of the spell squared as a free action. If they do this the spell is not lost from memory. This level includes metamagic and other modifiers, and treats a 0 level spell as 1st level. (0 and 1st level spells deal 1 hp, 2nd deals 4, 3rd deals 9, 4th deals 16, 5th deals 25, 6th deals 36, 7th deals 42, 8th deals 64, 9th deals 81) Bonus Feats: This talent grants a bonus feat at first level and at every fifth level of wizard (1st, 5th, 10th, 15th, etc). The feat must be a metamagic or item creation feat, or Spell Mastery. The caster must meet the prerequisites for any chosen feat, including minimum caster level. This talent may be taken multiple times, to a maximum of five. Each additional selection reduces the number of levels between feats by one. Ergo, having this talent twice grants a feat every 4th level (1, 4, 8, 12), three times every 3rd level (1, 3, 6, 9), four times grants a bonus feat two levels (1, 2, 4, 6), and the maximum of five choices grants this bonus feat every level. Taking this talent after first level can grant delayed feats, however these can only be filled with feats which the character would have met the prerequisites for at the level they should have been gained. Crafter; A wizard with this talent has may create a certain amount of magic items without spending gold, experience, or time. Each time the character gains a level in the wizard class they make 100gp times their wizard level worth of magic equipment which they meet the prerequisites for. These magic items do not need to be selected as soon as the character levels, but must be chosen when the character could reasonably complete the items (such as when the character first prepares spells for the day). Any value not spent when the character gains a new wizard level (and thus a new value in free items) is lost. Cohort: This wizard gains a Cohort as if he had the leadership feat. His effective character level for this cohort is one-half his wizard level. The wizard gains no other abilities of the feat, and the cohort cannot be improved through other leadership feats. If the wizard gains the leadership feat he receives a cohort for that feat normally, but suffers the penalty for having a familiar or animal companion (possibly repeatedly if he possesses these as well). The cohort is loyal, as a normal cohort, and such cohorts are often chosen as a bodyguard or (for more accomplished mages) an apprentice. Note, regardless of charisma or other modifiers, the cohort can never have a level higher than one level below your effective level for this talent. This talent may be taken a second time, if this is done the character may choose to either gain a second cohort of the same level as the first, or to use his full Wizard level as the base level for this talent. Crusader Training: This talent cannot be taken unless the Wizard has already taken War Trained Wizard. The Wizard's Hit Die increase to d10, and his base attack bonus increases to his class level (the same as fighters and barbarians). If this is taken after first level, this ability increases the wizard’s first level hit points by 2 and each additional level’s hit points by 1 (these increases stack with those from Battle Trained Wizard and War Trained Wizard). Further levels have hitpoints rolled normally. Defensive Trance (Ex): The wizard can put themselves into an arcane trance a certain number of times per day. In this state the wizard temporarily gains a +4 bonus to Constitution, a +4 bonus to Wisdom, and a +2 morale bonus on saves and AC, but he takes a -4 penalty to Charisma. This state lasts for a number of rounds equal to 3 + the character's (newly improved) Wisdom modifier. A wizard may prematurely end his trance. At the end of the trance, the wizard loses all the modifiers and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter. A wizard can assume this trance only once per encounter. At 1st level he can use this ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a total of six times per day at 20th level). Entering the trance takes no time itself, but a wizard can do it only during his action, not in response to someone else's action. At 11th level, the wizard's bonuses to Constitution and Wisdom during his trance each increase to +6, and his morale bonus on saves and Armor Class increase to +3. The penalty to Charisma remains -4. At 17th level and higher, the wizard no longer becomes fatigued at the end of his trance. At 20th level, the wizard's bonuses to Constitution and Wisdom during his trance each increase to +8, and his morale bonus on saves and Armor Class increases to +4. The penalty to Charisma remains at -4. Efficient Scribe: The wizard has no extra gold cost to scribe spells above and beyond those gained for level into their spellbook. Scribing a new spell also requires only one hour per two spell levels (minimum one hour). This is a particularly common talent among hermits or other poor mages. Elemental Attunement: This Wizard chooses a single energy/element form (acid, cold, fire, lightning, sonic, good, or evil). When casting spells they are considered +1 caster level for all that spell’s variables. Additionally, they receive energy resistance against that energy type equal to their wizard level. Elemental Mastery: This talent cannot be taken by a wizard that does not possess the Elemental Attunement talent. The wizard chooses an element for which they already possess Elemental Attunement and are not weak against, they receive an extra spell slot at each level they can cast, this slot may only be used to prepare a spell with that elemental descriptor. The wizard also receives immunity to that element. Enduring Caster: Fortitude becomes a primary save for this class. Eternal Spell: This talent cannot be taken by a wizard that does not possess the Trained Spell talent. The Wizard may choose a single spell to which he has applied the Trained Spell talent, this spell is now available spell-like ability usable at will. The Wizard does not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component requires a focus worth 10 times that amount. This talent may be taken multiple times, each time selecting a new spell to which the Trained Spell talent has been applied. Evasive Caster: Reflex becomes a primary save for this class. Familiar: As the Familiar ability possessed by sorcerers. Familiar Animal: This talent cannot be taken unless the wizard has already taken both the Animal Companion and Familiar talent. The wizard may choose to have a single creature be both her animal companion and her familiar. The creature gains the benefits of both and can be chosen from either list. A wizard is not eligible for this talent simply because they have an animal companion from another class (such as druid). This does not, however, interfere with the normal addition of Animal Companion (or familiar) abilities from other classes which also grant those abilities. Familiar Spirit: This talent cannot be taken by a wizard that does not possess the Familiar talent. The caster’s gains a familiar may become incorporeal and ethereal at will, in whole or in part identically to the way a ghost does. While incorporeal the familiar gains a deflection bonus to their armor class equal to their charisma modifier, and any natural armor bonus adds to that deflection bonus. The wizard may always see, hear, and touch his familiar regardless of it’s corporeality or etherealness. Feat: This talent grants a single bonus feat. The wizard may select any feat they are eligible for except Alternate Ability feats. As an exception, a character who selects either Specialist Training or Specialist Education may take Specialist Loss once (both talents allow Specialist Loss to be taken twice). This talent may be taken any number of times. Greater Familiar; This talent cannot be taken by a wizard that does not possess the Familiar talent. The wizard’s familiar is stronger and more capable. The familiar has the full hit point of the wizard or double the maximum for their normal creature type (whichever is greater), grants twice the normal bonus to their master for skills, hit points, or saves, and the familiar can concentrate on spells for their master, controlling and maintaining one spell at a time and freeing their master to perform other tasks, including combat, movement, spellcasting, and concentrating on another spell. Greater Sign of Power: This talent cannot be taken by a wizard that does not possess the Sign of Power talent. The Wizard gains a single domain spell slot for each level of spells they may cast; this slot may be used to prepare spells from the domains selected with the Sign of Power ability. Guardian Familiar: This talent cannot be taken by a wizard that does not possess the Familiar talent. The wizard’s familiar is stronger, more durable, and more capable in combat. The familiar has double the hit points it would have as a result of other talents, adds the normal AC bonus familiars gain to its attack rolls and gains double that bonus to it’s armor class. Finally, the familiar may cast (and dispel) enlarge animal on itself at will. Guardian Spirit: This talent cannot be taken by a wizard that does not possess the Familiar talent. You may reroll initiative twice per day and a saving throw once if their familiar is granting them the Alertness feat when they wish to do so. Improved Crafter; This talent cannot be taken by a wizard that does not possess the Crafter talent. The value of magic items gained increases to 250 gp times the character’s wizard level. Learned Spell: The Wizard may choose a single spell they could learn, prepare, and cast. The Wizard may sacrifice prepared spells of that spell’s level or higher to spontaneously cast that spell. This functions identically to a cleric spontaneously casting a Cure or Inflict wounds spell. This talent may be taken multiple times, each time selecting a new spell. Magic’s Heart: This talent cannot be taken by a wizard that does not possess the Magic’s Shroud talent. From the time the Wizard begins casting a spell to the beginning of his next turn the threads of his spell twists around him in an arcane shell that provides the Wizard DR equal to that possessed by a barbarian of equal level. Magic’s Shroud: From the time the Wizard begins casting a spell to the beginning of his next turn the threads of his spell twists around him in an arcane shell that provide a +2 bonus to armor class and +2 to all saves. Mental Sanctuary: The wizard creates a quasi-real sanctuary within his mind. This sanctuary can assume whatever form the wizard desires, including secluded glades, richly appointed studies, or whatever his heart desires at the time he creates this sanctuary- though the sanctuary is no larger than 5’ in radius per wizard level. This sanctuary is furnished with tables, chairs, and whatever other basic furnishings the wizard desires, however it is no materials in this sanctuary provide any benefit unless the wizard places them in this special sanctuary through a special process. This process requires one hour, 1 experience point, and 10 gold pieces per 100 gold pieces in value the object possesses. The items placed in this special sanctuary are actually placed in this “room,” and removed from the physical world. As previously noted, chairs, desks, and shelves are all possible items to create for free- however spellbooks, other texts (both arcane and mundane), magic items, and even beds, while possible to create, give no actual benefit to someone who attempts to examine or use them. To visit this sanctuary the wizard enters a trance over the course of 1 full round. At the end of this time the wizard’s physical body becomes helpless, and if not seated or prone falls to the ground (effective Dexterity and Strength become zero). While the wizard remains in this sanctuary he is completely unaware of his body, and is frequently only able to be contacted with magic and telepathy unless he has placed an object in his sanctuary which allows him a measure of contact with the outside world. Some wizards keep their spellbooks safe in this place, while others keep beds- allowing them to enjoy a bed even in the wilds. Items placed within the Mental Sanctuary can be retrieved by a mage entering, picking up the item, and then willing himself out of the Sanctuary (another full round). Small items usually place themselves within the folds or pockets of clothing, while larger items usually appear unobtrusively near the wizard. Larger objects, on the rare occasion they are removed, manage to appear just out of everyone’s line of sight. To return objects to the Mental Sanctuary the original process must be used again. Mortal Bond: This talent cannot be taken unless the Wizard has already taken Strong Bond. As long as the master and his familiar are within range to gain the Alertness benefit their total hitpoints are added into a single pool. If they leave this range the damage is split evenly between the two. Neither can take enough damage to reduce them below 1 hit point unless both reach that condition, the other takes all the remaining damage. If one is wounded while not under this effect that hit point loss is not redistributed via this bond. Necromantic Control: This wizard may rebuke or command undead as an evil cleric with level equal to one half his level in the Wizard class. Taking this talent a second time grants increases the character’s effective level to his full wizard level. Necromantic Dispersion: This wizard may turn or destroy undead as an evil cleric with level equal to one half his level in the Wizard class. Taking this talent a second time grants increases the character’s effective level to his full wizard level. Power Foci: This talent cannot be taken by a wizard that does not possess the Spell Foci talent. The Wizard has a simi-magical item with a special bond to him. This item, while usually the same object used for the Spell Foci Talent, must at least conform to the same requirements. While touching the object the caster is treated as + 1 caster level. While this does not provide access to spells that the wizard would not otherwise know, it may provide higher level spell slots which can be used for metamagic (or normal spells prepared into higher level slots normally). Additional spell slots available because of this increase in level are stored in the item in a manner identical to the slots available because of the Spell Foci talent. An item which has been used for the focus of this talent may be used as a focus of the Spell Foci talent any number of times (an exception to the normal rules for that talent). Also this talent may be taken repeatedly, each time either making a single foci more potent, or making multiple foci (which, like multiple Spell Foci, stack in effect). An individual wizard’s foci cannot grant bonuses to any other Wizard. If the wizard does not start play with a Power Foci, or must replace a Foci, the process which 24 hours and expends 1,000 gp in expensive components. Each item so connected requires this process. If a single item is acts as the center for multiple Foci talents this process must be enacted for each talent. If a Foci is lost or the wizard no longer wishes to retain it he may dismiss it. If the Foci is destroyed or dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard's experience point total can never go below 0 as the result of a item’s destruction or dismissal. A destroyed or dismissed Foci cannot be replaced for a year and day. A destroyed item may be repaired, but this neither restores the connection nor returns the lost experience, though the process to restore connection to a destroyed item may begin immediately if the item is repaired. Sage: The Wizard gains the Lore ability, this functions identically to the Loremaster's Lore (or Bardic Knowledge) ability, using the character's Wizard level. Sanctum Visitation: A mage with this talent may choose a sanctum (an area of up to 20 cubic feet per wizard level which they have spent a total of 3 months in, though not necessarily consecutively). By spending a round entering a special trance they may project themselves into this location. The effect has been described as similar to a combination of arcane eye, mage hand, and clairaudience. The Wizard is invisible and incorporeal, though he can manipulate light physical objects by touch. While Visiting, the mage’s body is helpless (zero dexterity and zero strength), and he has no sense of what is happening around it, requiring telepathy or magic to contact the wizard. A second full round is required for the mage to return to his body. If for some reason the Visitation is attacked it has only one hit point per hit die, plus a number of hit points equal to the wizard’s intelligence modifier. If the Visitation is reduced to zero hit points the mage is returned to his body shaken, fatigued, and (for one round) stunned. If a wizard decides to choose a new sanctum the connection to the old sanctum is immediately severed and the new connection is created over seven days. If the wizard has the metamagic feat Sanctum Spell, this talent is connected to the same location and follows the same guidelines. Also, spells prepared as Sanctum Spells can be cast normally while Visiting (ignoring the mage’s inability to make noise and mystically expending appropriate material components with his body). This talent is often used to refer to texts and spellbooks that are safe at home, or to leave messages for apprentices, servants, or allies. Sanguinary Metamagic: This talent cannot be taken by a wizard that does not possess the Blood Casting talent. As a free action, the wizard may spontaneously add the benefits of metamagic feats they know to a spell as they cast it. To do this the wizard suffers damage as for Blood Casting, and then suffers a point of Constitution damage per level of metamagic added. Thus a quickened third level spell would cause 9 hit points of damage and 4 points of constitution damage. The spell is lost from memory unless the wizard separately pays the cost for the Blood Casting ability, not including the new increase to the level of the spell. Multiple metamagic feats may be added in this way, and the total effective level of the spell can exceed what a wizard might normally be able to prepare- however because of the mixture of hit point and constitution damage either of these options can quickly become dangerous. Shielded Bond: This talent cannot be taken by a wizard that does not possess the Familiar talent. This wizard has been taught special ways to defend themselves from the backlash which occurs when a familiar dies, causing no experience loss. If their familiar is slain they must still wait the normal amount of time before obtaining a new familiar, though the process to replace a dismissed familiar can be started after only 48 hours . Sign of Power: The Wizard chooses a single cleric domain. They gain access to the domain ability as a Cleric of their wizard level and may add the spells from that domain to their spellbook (and ability to prepare) as if they appeared on the wizard’s spell list. This talent may be selected multiple times, each time grants access to a different domain. Specialist Education: This Wizard chooses a single school of magic to be her specialty. She gains a +2 bonus on Spellcraft or Knowledge (arcana) checks related to her chosen school including those to learn or identify spells of that school. She also gains an additional spell of her specialized school in her spellbook each time she gains a level. If this talent is selected for the Divination school the wizard also receives Specialist Training for free. If the wizard possesses Specialist Training this talent cannot be selected for a different school. Specialist Training: This Wizard chooses a single school of magic to be her specialty. She can prepare one additional spell of her chosen school per spell level each day. If this talent is selected for the Divination school the wizard also receives Specialist Education for free. If the wizard possesses Specialist Education this talent cannot be selected for a different school. Spell Blast: At will the Wizard may convert a memorized spell into a ray attack with a 60’ range dealing 1d6 damage per level of the spell without saving throw (SR does apply). This attack is considered a spell with level equal to the level of the spell converted. The damage from this attack is untyped magic. Spell Burst: This talent cannot be taken by a wizard that does not possess the Spell Blast talent. At will the Wizard may convert a memorized spell into a burst with a 10’ radius centered on himself which deals 1d6 damage per level of the spell SR does not apply, but a reflex save halves the damage (the Wizard is not harmed by this attack, nor is his equipment). This attack is considered a spell with level equal to the level of the spell converted. The damage from this attack is untyped magic. Spell Foci: The Wizard has a simi-magical item with a special bond to him. This item, while usually a staff, must be an item which the wizard possesses. These items are usually able to be carried in one hand (even if it requires two to use) though some mages enjoy having non-mobile centers of power. Any such object must be at least 1 foot on a single face and 1 pound in weight and masterworked, or must be magical. When preparing spells the Wizard may prepare one additional spell per level he can cast as if for high prime casting requisite (intelligence). This spell is placed into the receptacle, and may be accessed as if it were in memory as long as the wizard physically makes skin contact with the item, and loosing the object denies access to stored spells. The spells in such an item remain stored indefinitely, even if the wizard looses the item, but cannot normally be used, destroyed, or dispelled by other characters or creatures. This talent may be taken multiple times, each time choosing a different object. If the wizard does not start play with their Spell Foci, or must replace a lost Foci, the process to make a new one requires 24 hours and expends 1,000 gp in expensive components. Each item so connected requires this process. If a Spell Foci is lost or the wizard no longer wishes to retain it he may dismiss it. If the Foci is destroyed or dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard's experience point total can never go below 0 as the result of a item’s destruction or dismissal. A destroyed or dismissed Foci cannot be replaced for a year and day. A destroyed item may be repaired, but this neither restores the connection nor returns the lost experience, though the process to restore connection to a destroyed item may begin immediately if the item is repaired. Spellmind (Ex): The wizard can put themselves into an arcane trance a certain number of times per day. In this state the wizard temporarily gains a +4 bonus to Intelligence, a +4 bonus to Wisdom, and a +2 morale bonus on Will and Fortitude saves and Spell Resistance checks, but he takes a -2 penalty to Charisma-based skill checks except Use Magic Device and a -4 penalty to Dexterity. This state lasts for a number of rounds equal to 3 + the character's (newly improved) Wisdom modifier. A wizard may prematurely end his trance. At the end of the trance, the wizard loses the spellmind modifiers and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter. A wizard can assume this trance only once per encounter. At 1st level he can use this ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a total of six times per day at 20th level). Entering the trance takes no time itself, but a wizard can do it only during his action, not in response to someone else's action. At 11th level, the wizard's bonuses to Intelligence and Wisdom during his trance each increase to +6, and his morale bonus on Will and Fortitude saves and against Spell Resistance increases to +3. The penalty to Charisma-based skill checks except Use Magic Device remains -2 and to Dexterity remains at -4. At 17th level and higher, the wizard no longer becomes fatigued at the end of his trance. At 20th level, the wizard's bonuses to Intelligence and Wisdom during his trance each increase to +8, and his morale bonus on Will and Fortitude saves and against Spell Resistance increases to +4. The penalty to Charisma-based skill checks except Use Magic Device remains -2 and to Dexterity remains at -4. Strong Bond: Benefits of a familiar and its master that are based on distance have that distance increased. Touch range benefits become close range (25’+5’ per 2 wizard levels) and all other benefits have their range doubled or changed to medium (50’ + 5’ per level), whichever is greater. Trained Spell: The Wizard may choose a single spell of one level lower than the highest spell level they can cast which he could learn, prepare, and cast, this spell is now available 3 times per day as a spell-like ability. The Wizard does not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component requires a focus worth 10 times that amount. This talent may be taken multiple times, each time selecting a new spell. True Sign of Power: This talent cannot be taken by a wizard that does not possess the Greater Sign of Power talent. This Wizard chooses a domain granted by the Sign of Power talent, he may exchange spells prepared for an equal or lower level spell from that domain in a manner identical to a Cleric spontaneously casting Heal or Inflict wounds spells. War Trained Wizard: This talent cannot be taken unless the Wizard has already taken Battle Trained Wizard. The Wizard's Hit Die increase to d8, his base attack bonus increases to two-thirds class level (the same as clerics, bards, druids, and rogues) and he has proficiency with all martial weapons. If this is taken after first level, this ability increases the wizard’s first level hit points by 2 and each additional level’s hit points by 1 (these increases stack with those from Battle Trained Wizard). Further levels have hitpoints rolled normally. Wealthy: Whether it’s because the wizard knows how to manage his money, sell his spells and random things picked up on the road, or simply comes from a background where he can rely on income flowing from others each time he gains a level in the wizard class he receives a number of gold pieces equal to 50 times his new level in this class. Such gold is not lost if unused (like the effective value for Crafter and Improved Crafter), but does not instantly appear in his pocket, and thus can be delayed until he arrives in civilization or makes contact with some manner of messenger. However, the character should not level more than twice without receiving this money. If this ability is taken after first level the character does not gain any missed money. This ability can be taken more than once, each time it increases the bonus funds at each level by 50gp x his level in the wizard class. |
| DarkerDreams07-24-05, 10:32 AM | Archivist: Wiz 1; A classic bookish, library loving wizard. Talents; Sage, Sanctum Visitation Artificer: Human Wiz 1 A crafter of magical items. Feats- Unusual Abilities, Talented Wizard (Str) Talents; Bonus Feats, Bonus Feats, Bonus Feats, Bonus Feats, Crafter, Improved Crafter Aristocrat: Human Wiz 1; A rich and well educated child of aristocracy, whether a member of a magocracy or simply a magically educated noble. feat- Specialist Loss (Necromancy), Specialist Loss (Transmutation) Talents; Battle Trained wizard, War trained wizard, Evasive Caster, Cohort, Wealthy, Wealthy Core Specialist: Wiz 1 The PhB specialist. Feats- Specialist Loss, Specialist Loss Talents: Bonus Feats, Familiar, Feat, Feat, Specialist Education, Specialist Training. Foci Mage; Wiz 1 In the tradition of Sauron and others who’s power is tied to a specific item, this wizard gains power from an focus or locus. Feats- Unusual Abilities Talents: Power Foci, Power Foci, Power Foci, Spell Foci. Focused Mind: Wiz 1 A mage who uses approaches magic with inward focus the way a barbarian approaches combat with rage. Feats- Talented Wizard (Str) Talents: Defensive Trance, Efficient Scribe, Mental Sanctuary, Spellmind. Shaman: Human Wiz 3 A wizard with a druidic/shamanistic naturalist bent. Feat: Specialist Loss (Necromancy), Specialist Loss (Illusionist), Unusual Abilities. Talents; Efficient Scribe, Familiar, Familiar Spirit, Guardian Spirit, Guardian Familiar, Greater Familiar, Battle Trained Wizard, Animal Companion. Spell Master: Wiz 1 A master of spells and other wizardly feats. Feats- Talented Wizard Talents: Bonus Feats, Bonus Feats, Bonus Feats, Bonus Feats War Wizard: Human Wiz 1 A combat-oriented spellcaster. Feats- Specialist Loss (Enchantment), Specialist Loss (Illusion) Talents: Arcane Blast, Armored Wizard, Battle Trained Wizard, Enduring Caster, Spell Blast, War Trained Wizard. |