Difference between revisions of "Guild Wizard/1st"
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|Example='''Quickbuilds'''<br>''Battlemage:'' Focuses on the Destruction school with some support abilities for combat. | |Example='''Quickbuilds'''<br>''Battlemage:'' Focuses on the Destruction school with some support abilities for combat. | ||
{{OptionalBox|Pick the {{link_feat| | {{OptionalBox|Pick the {{link_feat|Abjurer}} and {{link_feat|Battlemage}} feats.}} | ||
}}{{ArchetypeSection|Title=Circle Magic Tradition | }}{{ArchetypeSection|Title=Circle Magic Tradition | ||
|Rules=You | |Rules=In order to perform any magical effect, either you or your target must be entirely contained within the boundaries of a special diagram. Creating this diagram requires a full-round action for every 5 ft. square contained within the diagram and requires that you to have at least 1 hand unoccupied. | ||
You can increase the speed at which you draw the diagram but at greater risk of making a mistake. To draw the circle as a standard action you must make an Arcane skill check (DC 20). On failure the action is wasted. For every additional step by which you reduce the time required to draw the diagram, increase the spellcraft DC by +5 to a maximum of +15 to draw the circle as a free action. | |||
When performing magic using the diagram it flares brightly with the magical energies, throwing dim light out to 5 feet per caster level of the effect, and bright light for half that distance. | |||
When creating the diagram you cannot wear armor heavier than light without incurring a chance of arcane spell failure. Before making your spellcraft skill check to finish the diagram, roll for your arcane spell failure (if any). On arcane spell failure the creation of the circle fails. You need make no arcane spell failure checks when casting spells if the diagram was successfully completed. | |||
}}{{ArchetypeSection|Title=Wizard College | }}{{ArchetypeSection|Title=Wizard College | ||
|Rules=Guild Wizards are part of a specific college from among the following, and gain the associated {{link|Guild Wizard/Wizard College}}: | |Rules=Guild Wizards are part of a specific college from among the following, and gain the associated {{link|Guild Wizard/Wizard College}}: | ||
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* {{link|Guild Wizard/Wizard College#Warmages College}} (War). | * {{link|Guild Wizard/Wizard College#Warmages College}} (War). | ||
|Example=''Battlemage:'' Pick the Battlemages college, gaining the ''Intense Magic'' and ''Movement Burst'' abilties. | |Example=''Battlemage:'' Pick the Battlemages college, gaining the ''Intense Magic'' and ''Movement Burst'' abilties. | ||
}} | }}{{ArchetypeSection|Title=Feats | ||
{{ArchetypeSection|Title=Feats | |||
|Rules=Gain the {{link_feat|Counterspell}} feat on level 1, ignoring its prerequisites. | |Rules=Gain the {{link_feat|Counterspell}} feat on level 1, ignoring its prerequisites. | ||
In addition you gain two {{link_feat|arcane}} feats. | In addition you gain two {{link_feat|arcane}} feats. | ||
|Example=Pick the {{link_feat| | |Example=Gain the {{link_feat|Counterspell}} feat | ||
Pick the {{link_feat|Explosive Orb}} and {{link_feat|Explosive Blast}} feats. | |||
{{OptionalBox|If this is your first character level you gain a bonus feat of any type. Use it to pick the {{link_feat|Cantrips}} feat.}} | {{OptionalBox|If this is your first character level you gain a bonus feat of any type. Use it to pick the {{link_feat|Cantrips}} feat.}} | ||
}} | }}{{ArchetypeSection|Title=Equipment | ||
{{ArchetypeSection|Title=Equipment | |||
|Rules='''Starting Gold:''' 105 gold pieces | |Rules='''Starting Gold:''' 105 gold pieces | ||
|Example='''Gear Packages:''' | |Example='''Gear Packages:''' |
Latest revision as of 18:46, 14 May 2022
1st Level[edit]
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Base Caster Level |
Base Spell Pool |
---|---|---|---|---|---|
+0 | +0 | +0 | +2 | +1 | 2 |
Magical Training
You use Intelligence as your casting ability modifier.
You gain a small reservoir of energy called a spell pool. Your spell pool is equal to your Base Spell Pool + your casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
If this is your first level in a class that grants magical training get the following benefit:
Gain two arcane feats.
Finally you get the weapon proficiencies listed in the header.
Quickbuilds
Battlemage: Focuses on the Destruction school with some support abilities for combat.
Pick the Abjurer and Battlemage feats.
Circle Magic Tradition
In order to perform any magical effect, either you or your target must be entirely contained within the boundaries of a special diagram. Creating this diagram requires a full-round action for every 5 ft. square contained within the diagram and requires that you to have at least 1 hand unoccupied.
You can increase the speed at which you draw the diagram but at greater risk of making a mistake. To draw the circle as a standard action you must make an Arcane skill check (DC 20). On failure the action is wasted. For every additional step by which you reduce the time required to draw the diagram, increase the spellcraft DC by +5 to a maximum of +15 to draw the circle as a free action.
When performing magic using the diagram it flares brightly with the magical energies, throwing dim light out to 5 feet per caster level of the effect, and bright light for half that distance.
When creating the diagram you cannot wear armor heavier than light without incurring a chance of arcane spell failure. Before making your spellcraft skill check to finish the diagram, roll for your arcane spell failure (if any). On arcane spell failure the creation of the circle fails. You need make no arcane spell failure checks when casting spells if the diagram was successfully completed.
Wizard College
Guild Wizards are part of a specific college from among the following, and gain the associated Wizard College:
- Abjurationists College (Protection)
- Battlemages College (Destruction)
- Diviners College (Divination)
- Illusionists College (Illusion)
- Mentalists College (Mind)
- Summoners College (Conjuration)
- Translationists College (Telekinesis)
- Transmutationists College (Creation)
- Warmages College (War).
Battlemage: Pick the Battlemages college, gaining the Intense Magic and Movement Burst abilties.
Feats
Gain the Counterspell feat on level 1, ignoring its prerequisites.
In addition you gain two arcane feats.
Gain the Counterspell feat
Pick the Explosive Orb and Explosive Blast feats.
If this is your first character level you gain a bonus feat of any type. Use it to pick the Cantrips feat.
Equipment
Starting Gold: 105 gold pieces
Gear Packages:
- quarterstaff, sling w. 10 sling bullets and 100 gold pieces, or
- dagger, 3javelins, and 97 gold pieces, or
- heavy mace, light crossbow w. 10 bolts and 54 gold pieces or
and a scholar's outfit, a backpack, a belt pouch, and 10 pieces of chalk.
Use 5 gold pieces to replace the scholar's outfit with an explorer's outfit.
Use 6 gold pieces if you wish to purchase a trail package.
Use 15 gold pieces if you wish to purchase a dungeoneering package.
Use 4 gold pieces if you wish to purchase a scrivener's kit.
Use 13 gold pieces and 5 silver pieces to purchase a Template:Link ritual, Template:Link ritual or Template:Link ritual ritual scroll.
Use 30 gold pieces to purchase a Template:Link ritual, Template:Link ritual or Template:Link ritual ritual scroll.