New Synergy Templates (based on Blackdirge's series)
Greetings to all,
a while back, author Aeryn “Blackdirge” Rudel published 3 templates based on class synergy, which means that the base creature gains extra abilities if it possesses levels in a specific class. Blackdirge published the Martial (fighter), Roguish (rogue) and Devout (cleric) templates, as such, the other 8 standard base classes in the player's handbook remain. So I took a shot at them all.
*PLEASE CHECK THE POSTS BELOW; I'VE SEPARATED THEM INSTEAD OF CRAMPING THEM IN A SINGLE POST.*
So, what do you think ?
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My rules
Here are the three fundamental rules of D&D:
Rule #1- The DM is always right Rule #2- If the DM is wrong, go to Rule #1 Rule #3- There is no such things as munchkins, just players who don't know how to read
*PLEASE CHECK THE POSTS BELOW; I'VE SEPARATED THEM INSTEAD OF CRAMPING THEM IN A SINGLE POST.*
__________________
My rules
Here are the three fundamental rules of D&D:
Rule #1- The DM is always right Rule #2- If the DM is wrong, go to Rule #1 Rule #3- There is no such things as munchkins, just players who don't know how to read
Well, I'll tell you I like the idea, but reading that much all at once just feels like a big chunk o'text! Just too swamped recently, really.
So I looked at the Barbaric template. (You've got a sorcerous in there when you mean barbaric, I think.) Looks pretty nice; do the rages stack in the usual way with ones from class levels? Do HD from class levels count toward times per day of this rage? That's how it reads, but I want to check the intent.
do the rages stack in the usual way with ones from class levels? Do HD from class levels count toward times per day of this rage? That's how it reads, but I want to check the intent.
In a word to all ? Yes. Class HD are treated as Racial HD for the propose of this template as well as for the others. Rage effects do stack, although rare are the occasions which that happens, from what I can remember.
I've based myself on the Devout, Martial and Roguish templates, which indeed class HD affect some abilities as racial HD would.
Thanks for your feedback. I've split the template to one per post (and made a notice on the first to have people check the posts BELOW this one.)
Since these are all homebrewed, I'm really looking for balance here. If this work out smoothly, I'll take a shot at the other 3.5 classes, like the psionics, incarnum, the complete series, the tomes, the heroes of horror, the factorum, those in the PH2 and Dragon Magic... and any other I might have missed right now.
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My rules
Here are the three fundamental rules of D&D:
Rule #1- The DM is always right Rule #2- If the DM is wrong, go to Rule #1 Rule #3- There is no such things as munchkins, just players who don't know how to read
“Barbaric” is an inherited template that can be added to any corporeal creature with an Intelligence score of at least 4 or higher and the ability to use weapons and wear armor
A barbaric creature uses all the base creature’s statistics and special abilities except as noted here.
Size and type: Size and type are unchanged.
Special Attacks: A barbaric creature retains all the special attacks of the base creature and gains the following special attacks. Barbaric creatures with five or more levels in the barbarian class gain additional barbaric synergy special attacks.
Rage (Ex): A barbaric creature can fly into a rage, temporarily gaining a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to Armor Class. The increase in Constitution increases the barbaric creature’s hit points by 2 points per HD, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbaric creature cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. It can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the creature’s (newly improved) Constitution modifier. A barbaric creature may prematurely end its rage. At the end of the rage, the barbaric creature loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. The barbaric creature can rage once per day per 6 HD the creature possesses.
Barbaric Synergy - Barbaric Strength (Ex): A barbaric creature with at least five levels of barbarian gains an additional +2 to both Strength and Constitution while raging. These bonuses stack with the other modifiers gained by rage.
Barbaric Press (Ex): A barbaric creature can attempt a free Intimidate check to demoralize opponents within 20 feet each time it scores a critical hit.
Barbaric synergy - Barbaric Fear (Ex): A barbaric creature with at least five levels of barbarian can scare opponents each time it scores a critical hit. Targets must make a Will save (DC = 10 + 1⁄2 barbaric creature’s Hit Dice + barbaric creature’s Strength modifier) or become shaken for 1 round equal to the barbaric creature’s Strength modifier. An already shaken creature becomes frightened and a frightened creature becomes panicked.
Special Qualities: A barbaric creature retains all the special qualities of the base creature and gains the following special qualities. Barbaric creatures with five or more levels in the barbarian class gain additional barbaric synergy special qualities.
Fear Resistant (Ex): A barbaric creature adds its Constitution modifier to saving throws versus fear spells and effects while raging.
Barbaric Synergy - Fear Inured (Ex): A barbaric creature with at least five levels of barbarian is immune to fear spells and effects while raging.
Damage Reduction (Ex): A barbaric creature gains damage reduction 1/-.
Barbaric Synergy - Armored Skin (Ex): A barbaric creature with at least five levels of barbarian gains damage reduction 1/- equal to the barbaric creature’s Constitution modifier. This stacks with the barbarian’s damage reduction it receives.
Abilities: Increase from the base creature as follows: Str +2, Con +2.
Feats: Barbaric creatures receive Endurance as a bonus feats
Skills: Barbaric creatures receive a +2 racial bonus on Intimidate checks.
Challenge Rating: As base creature +1; with 5 or more levels of barbarian, as base creature +2
Alignment: Any nonlawful
Level Adjustment: +2; with 5 or more levels of barbarian +3
__________________
My rules
Here are the three fundamental rules of D&D:
Rule #1- The DM is always right Rule #2- If the DM is wrong, go to Rule #1 Rule #3- There is no such things as munchkins, just players who don't know how to read
“Bardic” is an inherited template that can be added to any corporeal creature with an Intelligence score of at least 4 or higher and the ability to use weapons and wear armor.
A bardic creature uses all the base creature’s statistics and special abilities except as noted here.
Size and type: Size and type are unchanged.
Special Attacks: A bardic creature retains all the special attacks of the base creature and gains the following special attacks. Bardic creatures with five or more levels in the bard class gain additional bardic synergy special attacks.
Fascinate (Sp): A bardic creature can use the Fascinate bardic music class feature once per day per 3 HD as a bard level equal to its HD.
Bardic Synergy - Lasting Minstrel (Ex): A bardic creature with at least five levels of bard can use its bardic music twice per day per HD. Furthermore, the duration of its bardic music after it stops last twice as long.
Inspire Courage (Su): A bardic creature can use the Inspire Courage bardic music class feature once per day per 3 HD as a bard level equal to its HD. The morale bonus is equal to 1 per 6 HD the creature possesses.
Bardic Synergy - Greater Courage (Su): A bardic creature with at least five levels of bard grants its listeners double the morale bonus with its Inspire Courage ability.
Special Qualities: A bardic creature retains all the special qualities of the base creature and gains the following special qualities. Bardic creatures with five or more levels in the bard class gain additional bardic synergy special qualities.
Bardic Knowledge (Ex): A bardic creature can make special checks as per the bardic Knowledge class feature.
Bardic Synergy - Cautious Sage (Ex): A bardic creature with at least five levels of bard can take 10 or 20 on Bardic Knowledge checks, and gains a competence bonus equal to half its HD.
Great Performer (Ex): A bardic creature may make a Perform check in place of a Charisma-related checks to influence people.
Bardic Synergy - Treasuring Performance: A bardic creature with at least five levels of bard can multiply the amount of money earned during performances by 1 for each 5 points you beat the Difficulty Checks. Beating a Perform check by 10 doubles the money, by 15 triples the money, and so forth.
Abilities: Increase from the base creature as follows: Dex +2, Cha +4.
Feats: Bardic creatures receive Skill Focus (Perform) as a bonus feats
Skills: Bardic creatures receive a +2 racial bonus on Perform checks.
Challenge Rating: As base creature +1; with 5 or more levels of bard, as base creature +2
Alignment: Any nonlawful
Level Adjustment: +2; with 5 or more levels of bard +3
__________________
My rules
Here are the three fundamental rules of D&D:
Rule #1- The DM is always right Rule #2- If the DM is wrong, go to Rule #1 Rule #3- There is no such things as munchkins, just players who don't know how to read
“Druidic” is an inherited template that can be added to any corporeal creature with an Intelligence score of at least 4 or higher and the ability to use weapons and wear armor.
A druidic creature uses all the base creature’s statistics and special abilities except as noted here.
Size and type: Size and type are unchanged.
Special Attacks: A druidic creature retains all the special attacks of the base creature and gains the following special attacks. Druidic creatures with five or more levels in the druid class gain additional druidic synergy special attacks.
Summon Nature Allies (Sp): A druidic creature can cast Summon Nature Ally as a spell-like ability at a caster level equal to its HD. The maximum level of the spell it can use is equal to 1 per 3 HD the creature possesses. It may use this ability once day per its Wisdom modifier.
Druidic Synergy - Bolstered Summon (Su): A druidic creature with at least five levels of druid grants a +4 enhancement bonus to both Strength and Constitution with any creature summoned via the Summon Nature Ally spells.
Wild Shape (Su): A druidic creature can assume the from of any Small or Medium animal and back again. Its options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per HD, or until it changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time it uses wild shape, it regains hit points as if it had rested for a night.
Any gear worn or carried by the druidic creature melds into the new form and becomes nonfunctional. When the druidic creature reverts to its true form, any objects previously melded into the new form reappear in the same location on its body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the creature's feet.
The form chosen must be that of an animal the druidic creature is familiar with.
A druidic creature loses its ability to speak while in animal form because it is limited to the sounds that a normal, untrained animal can make, but it can communicate normally with other animals of the same general grouping as its new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
The druidic creature can wild shape once par day equal to its Wisdom modifier.
Druidic Synergy - Vermin Shape (Su): A druidic creature with at least five levels of druid can assume the form of vermin-type creatures within its given size range.
Special Qualities: A druidic creature retains all the special qualities of the base creature and gains the following special qualities. Druidic creatures with five or more levels in the druidic class gain additional monastic synergy special qualities.
Wild Empathy: A druidic creature can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druidic creature rolls 1d20 and adds its HD and its Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druidic creature and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druidic creature can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but it takes a –4 penalty on the check.
Druidic Synergy - Nature Friend: A druidic creature with at least five levels of druid may use Wild Empathy on vermin and magical beasts with no penalty.
Woodland Stride: A druidic creature may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it.
Druidic Synergy - Effortless Stride: A druidic creature with at least five levels of druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment, whether natural or magical. It also gains a circumstance bonus to Hide and Move Silently checks equal to half its HD.
Abilities: Increase from the base creature as follows: Wis +2, Cha +2.
Feats: Druidic creatures receive Endurance as a bonus feats
Skills: Druidic creatures receive a +2 racial bonus on Survival checks and gains Speak Language (Druidic).
Challenge Rating: As base creature +1; with 5 or more levels of druid, as base creature +2
Alignment: Any neutral
Level Adjustment: +2; with 5 or more levels of druid +3
__________________
My rules
Here are the three fundamental rules of D&D:
Rule #1- The DM is always right Rule #2- If the DM is wrong, go to Rule #1 Rule #3- There is no such things as munchkins, just players who don't know how to read
“Monastic” is an inherited template that can be added to any corporeal creature with an Intelligence score of at least 4 or higher and the ability to use weapons.
A monastic creature uses all the base creature’s statistics and special abilities except as noted here.
Size and type: Size and type are unchanged.
Special Attacks: A monastic creature retains all the special attacks of the base creature and gains the following special attacks. Monastic creatures with five or more levels in the monk class gain additional monastic synergy special attacks.
Unarmed Strike (Ex): A monastic creature gains the benefits of Improved Unarmed Strike, except that the damage is 1d6 points of bludgeoning damage for Medium creatures.
Monastic Synergy - Improved Impact (Ex): A monastic creature with at least five levels of monk increases the damage for unarmed strike by one die, such as 1d6 to 1d8.
Stunning Strike (Ex): A monastic creature that scores a critical hit with an unarmed strike can stun a target. The target must make a Will save (DC = 10 + 1⁄2 monastic creature’s Hit Dice + monastic creature’s Wisdom modifier) or be stunned for 1d4 rounds.
Monastic Synergy - KO Impact (Ex): A monastic creature with at least five levels of monk that scores a critical hit with an unarmed strike can significantly incapacitate a target. The target must make a Will save (DC = 10 + 1⁄2 monastic creature’s Hit Dice + monastic creature’s Wisdom modifier) or be dazed for 1d4 rounds and then stunned for 1 round per the monastic creature’s Wisdom modifier.
Special Qualities: A monastic creature retains all the special qualities of the base creature and gains the following special qualities. Monastic creatures with five or more levels in the monk class gain additional monastic synergy special qualities.
Monastic Movement: A monastic creature gains a +10 feet enhancement bonus to its land speed.
Monastic Synergy - Speed Demon: A monastic creature with at least five levels of monk gains 1.5 times the enhancement bonus granted by the monk class to its land speed. For instance, a 10th-level monk would receive a +45 feet enhancement bonus to speed instead of +30 feet.
Monastic Health: A monastic creature gains an enhancement bonus to saving throws versus diseases equal to its Wisdom modifier.
Barbaric Synergy - Improved Purity of Body: A monastic creature with at least five levels of monk is immune to all diseases, whether mundane or supernatural.
Abilities: Increase from the base creature as follows: Wis +2.
Feats: Monastic creatures receive Stunning Fist as a bonus feats
Skills: Monastic creatures receive a +2 racial bonus on Balance and Tumble checks.
Challenge Rating: As base creature +1; with 5 or more levels of monk, as base creature +2
Alignment: Any lawful
Level Adjustment: +2; with 5 or more levels of monk +3
__________________
My rules
Here are the three fundamental rules of D&D:
Rule #1- The DM is always right Rule #2- If the DM is wrong, go to Rule #1 Rule #3- There is no such things as munchkins, just players who don't know how to read
“Chivalric” is an inherited template that can be added to any corporeal creature with an Intelligence score of at least 4 or higher and the ability to use weapons and wear armor.
A chivalric creature uses all the base creature’s statistics and special abilities except as noted here.
Size and type: Size and type are unchanged.
Special Attacks: A chivalric creature retains all the special attacks of the base creature and gains the following special attacks. Chivalric creatures with five or more levels in the paladin class gain additional chivalric synergy special attacks.
Detect Evil (Sp): A chivalric creature can detect evil creatures and objects at will, as if it were using detect evil at a caster level equal to its Hit Dice.
Chivalric Synergy - Turn Evil (Su): A chivalric creature with at least five levels of paladin can turn evil creatures as a paladin of half its level. This ability can be used a number of times per day equal to 3 + the chivalric creature’s Charisma modifier.
Evil Targets (Su): A chivalric creature gains a +1 morale bonus to attack rolls against evil creatures per each 3 HD the creature possesses.
Chivalric Synergy - Greater Smite (Su): A chivalric creature with at least five levels of paladin adds double its Charisma bonus to attack rolls and double its HD to damage rolls when smiting evil.
Special Qualities: A chivalric creature retains all the special qualities of the base creature and gains the following special qualities. Chivalric creatures with five or more levels in the paladin class gain additional chivalric synergy special qualities.
Healing Hands (Su): A chivalric creature may heal wounds and cure up to her HD in hit points as a standard action. As a positive energy effect, you may also make a melee touch attack against undead to deal damage instead of healing.
Chivalric Synergy - Generous Healer (Su): A chivalric creature with at least five levels of paladin can heal five times its HD x double its Charisma modifier.
Undead Protection (Ex): A chivalric creature may add his Charisma modifier as an insight bonus to AC versus undead creatures.
Chivalric Synergy - Weakening Aura (Su): A chivalric creature with at least five levels of paladin may spend a Turn Undead attempt to create a 10-foot radius aura. Any undead takes a penalty to attack and damage rolls equal to the creature’s Charisma modifier.
Abilities: Increase from the base creature as follows: Str +2, Cha +4.
Feats: Chivalric creatures receive Mounted Combat as a bonus feats
Skills: Chivalric creatures receive a +2 racial bonus on Heal and Ride checks.
Challenge Rating: As base creature +1; with 5 or more levels of paladin, as base creature +2
Alignment: Any good
Level Adjustment: +2; with 5 or more levels of paladin +3
__________________
My rules
Here are the three fundamental rules of D&D:
Rule #1- The DM is always right Rule #2- If the DM is wrong, go to Rule #1 Rule #3- There is no such things as munchkins, just players who don't know how to read
“Hunter” is an inherited template that can be added to any corporeal creature with an Intelligence score of at least 4 or higher and the ability to use weapons and wear armor.
A hunter creature uses all the base creature’s statistics and special abilities except as noted here.
Size and type: Size and type are unchanged.
Special Attacks: A hunter creature retains all the special attacks of the base creature and gains the following special attacks. Hunter creatures with five or more levels in the ranger class gain additional hunter synergy special attacks.
Favored Enemy (Ex): A hunter creature gains a favored enemy as the ranger class feature. The bonus increases by 1 for each 5 HD the creature possesses.
Hunter Synergy - Core Hunter (Ex): A hunter creature with at least five levels of ranger adds its favored enemy bonus to attack rolls and as a dodge bonus to AC.
Hunter Style (Ex): A hunter creature gains Two-Weapon Fighting or Rapid Shot as a bonus feat.
Hunter Synergy - Versatile Style (Ex): A hunter creature with at least five levels of ranger gains access to the second combat style it hasn’t taken at 2nd level. It receives both feats when gaining the Improved Combat Style and the Combat Style Mastery.
Special Qualities: A hunter creature retains all the special qualities of the base creature and gains the following special qualities. Hunter creatures with five or more levels in the ranger class gain additional hunter synergy special qualities.
Wild Empathy: A hunter creature can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druidic creature rolls 1d20 and adds its HD and its Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the hunter creature and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A hunter creature can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but it takes a –4 penalty on the check.
Hunter Synergy - Nature Friend: A hunter creature with at least five levels of ranger may use Wild Empathy on vermin and magical beasts with no penalty.
Tracker (Ex): A hunter creature gains Track as a bonus feat, and may take 10 on Survival checks to track creatures. It also gains a +5 competence bonus to Listen and Spot checks.
Hunter Synergy - Expert Tracker (Ex): A hunter creature with at least five levels of ranger adds its HD to Survival checks to track creatures, and may take 20 on such checks.
Abilities: Increase from the base creature as follows: Dex +2, Wis +4.
Skills: Hunter creatures receive a +2 racial bonus on Heal and Ride checks.
Challenge Rating: As base creature +1; with 5 or more levels of ranger, as base creature +2
Alignment: Any
Level Adjustment: +2; with 5 or more levels of ranger+3
__________________
My rules
Here are the three fundamental rules of D&D:
Rule #1- The DM is always right Rule #2- If the DM is wrong, go to Rule #1 Rule #3- There is no such things as munchkins, just players who don't know how to read
“Sorcerous” is an inherited template that can be added to any corporeal creature with an Intelligence score of at least 4 or higher.
A sorcerous creature uses all the base creature’s statistics and special abilities except as noted here.
Size and type: Size and type are unchanged.
Special Attacks: A sorcerous creature retains all the special attacks of the base creature and gains the following special attacks. Sorcerous creatures with five or more levels in the sorcerer class gain additional wizardly synergy special attacks.
Spells: A sorcerous creature can cast a small number of arcane spells from the Sorcerer/Wizard list. It can cast 5 0-level spells and 3 1st-level spells, and knows 4 0-level spells and 2 1st-level spells of its choice, like a 1st-level sorcerer. For each 4 HD the base creature possesses, this level increases by 1. The caster level is equal to half the base creature’s HD. For instance, an 8 HD creature could cast 6 0-level spells and 4 1st-level spells, and knows 5 0-level spells and 2 1st-level spells of its choice, just like a 2nd-level sorcerer, at a caster level of 4th. These spells are subjected to arcane spell failures, Charisma modifier minimum requirements, and other such restrictions.
Sorcerous synergy - Extra spells (Ex): A sorcerous creature with at least five levels of sorcerer can cast 2 extra spells per day for each spell level it can cast.
Detect Magic (Sp): A sorcerous creature can detect magic on creatures and objects at will, as if it were using detect magic at a caster level equal to its Hit Dice.
Sorcerous synergy - Arcane Sight (Sp): A sorcerous creature with at least five levels of sorcerer is constantly under the effects of Arcane Sight at a caster level equal to its Hit Dice. The sorcerous creature may suppress or resume this ability as a free action.
Special Qualities: A sorcerous creature retains all the special attacks of the base creature and gains the following special qualities. Sorcerous creatures with five or more levels in the sorcerer class gain additional wizardly synergy special qualities.
Focused Mind: A sorcerous creature adds its Charisma modifier to Concentration checks when casting arcane spells.
Sorcerous synergy - Focused Soul: A sorcerous creature with at least five levels of sorcerer no longer provokes attacks of opportunity while casting arcane spells.
Metamagic Quickening: A sorcerous creature may cast arcane spells with metamagic feats without increasing the casting time.
Sorcerous synergy - Metamagic Mastery: A sorcerous creature with at least five levels of sorcerer may cast arcane spells with metamagic feats with the cost of such feats reduced by 1. An empowered spell now takes 1 spell slot higher instead of 2 and a silent spell does not take a spell slot higher at all. However, you may not reduce the spell level below its original level.
Abilities: Increase from the base creature as follows: Cha +6.
Feats: Sorcerous creatures receive Spell Penetration as a bonus feats
Skills: Sorcerous creatures receive a +2 racial bonus on Knowledge (arcana) and Spellcraft checks.
Challenge Rating: As base creature +1; with 5 or more levels of sorcerer, as base creature +2
Alignment: Any
Level Adjustment: +2; with 5 or more levels of sorcerer +3
__________________
My rules
Here are the three fundamental rules of D&D:
Rule #1- The DM is always right Rule #2- If the DM is wrong, go to Rule #1 Rule #3- There is no such things as munchkins, just players who don't know how to read
“Wizardly” is an inherited template that can be added to any corporeal creature with an Intelligence score of at least 4 or higher.
A wizardly creature uses all the base creature’s statistics and special abilities except as noted here.
Size and type: Size and type are unchanged.
Special Attacks: A wizardly creature retains all the special attacks of the base creature and gains the following special attacks. Wizardly creatures with five or more levels in the wizard class gain additional wizardly synergy special attacks.
Spells: A wizardly creature can cast a small number of arcane spells from the Sorcerer/Wizard list. It can prepare 3 0-level spells and 1 1st-level spell of its choice, like a 1st-level wizard. For each 4 HD the base creature possesses, this level increases by 1. The caster level is equal to half the base creature’s HD. For instance, an 8 HD creature could prepare 4 0-level spells and 2 1st-level spells of its choice, just like a 2nd-level wizard, at a caster level of 4th. These spells are subjected to arcane spell failures, Intelligence modifier minimum requirements, and other such restrictions.
Wizardly synergy - Extra spells (Ex): A wizardly creature with at least five levels of wizard can prepare 2 extra spells per day for each spell level it can cast.
Detect Magic (Sp): A wizardly creature can detect magic on creatures and objects at will, as if it were using detect magic at a caster level equal to its Hit Dice.
Wizardly synergy - Identify (Sp): A wizardly creature with at least five levels of wizard can cast identify at will, at a caster level equal to its Hit Dice.
Special Qualities: A wizardly creature retains all the special qualities of the base creature and gains the following special qualities. Wizardly creatures with five or more levels in the wizard class gain additional wizardly synergy special qualities.
Focused Mind: A wizardly creature adds its Intelligence modifier to Concentration checks when casting arcane spells.
Wizardly synergy - Focused Soul: A wizardly creature with at least five levels of wizard no longer provokes attacks of opportunity while casting arcane spells.
School Elitist: A wizardly creature may choose a spell school, and receives a +1 competence bonus to Difficulty Checks for arcane spells from this school. Once that school is chosen, it may not be changed later.
Wizardly synergy - School Mastery: A wizardly creature with at least five levels of wizard may choose a spell school, and adds double its Intelligence modifier to Difficulty Checks for arcane spells from this school, and adds its Intelligence modifier to caster level checks when trying to beat a creature’s Spell Resistance. Once that school is chosen, it may not be changed later. A specialist wizard must choose its specialized school.
Abilities: Increase from the base creature as follows: Int +6.
Feats: Wizardly creatures receive Spell Penetration as a bonus feats
Skills: Wizardly creatures receive a +2 racial bonus on Knowledge (arcana) and Spellcraft checks.
Challenge Rating: As base creature +1; with 5 or more levels of wizard, as base creature +2
Alignment: Any
Level Adjustment: +2; with 5 or more levels of wizard +3
__________________
My rules
Here are the three fundamental rules of D&D:
Rule #1- The DM is always right Rule #2- If the DM is wrong, go to Rule #1 Rule #3- There is no such things as munchkins, just players who don't know how to read
Rule #1- The DM is always right Rule #2- If the DM is wrong, go to Rule #1 Rule #3- There is no such things as munchkins, just players who don't know how to read