spellcaster generic class
SPELLCASTER
Flavor text about how magic allows characters to do amazing things blah, blah, blah. Need more inspiration for this part. Some spellcasters, who call themselves mages, receive their powers from the strength of their own will. Others, who call themselves mystics, gain their powers from their communion with a force or being beyond themselves. When you take this class, you must decide whether you want to be a mage or a mystic. If you choose mage, you use Charisma as your casting attribute; mystics use Wisdom instead. This replaces the divine/arcane distinction described in the PHB.
HD: d6
BAB: poor
Saves: Will good, Reflex and Fortitude low.
Class Skills: Craft (any one skill), Knowledge (arcana), Spellcraft, Use Magic Device, plus any 4 skills.
Skill Points per level: 4 + Intelligence modifier (x4 at 1st level).
Talents. At 1st, 5th, and 10th class level, you gain a talent from the talent trees below.
Bonus feat. At 2nd, 7th, and 8th class level, you gain a bonus feat from the following: any metamagic feat, any item creation feat, Augment Summoning, Combat Casting, Eschew Materials, Magical Aptitude, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration.
Spellcasting. Spells known and spells per day as UA generic spellcaster.
Spontaneous Spellcasting. Both mystics and magicians cast spells spontaneously, requiring no material or verbal components, though they do help in some cases. When spellcasters use material components to cast spells, they gain a competence bonus equal to half their spellcaster levels for the purpose of determining effects of level-dependent variables in spells they cast. This bonus is also added to the save DC of spells they cast when using material and verbal components. This ability only applies to spells you can cast spontaneously.
The Gift. The gifts a spellcaster has represent his or her magical "personality." All casters have such an inclination, chosen from the list below. Like any label, it is merely a convenience that helps others (including the spellcasters themselves) understand the mysterious powers they wield. This list is certainly not exhaustive, but they describe the types of abilities most spellcasters tend to wield. Your gift determines the spells you can learn and cast, modified by GM discretion. You should work with your GM to create a spell list specific to your character, although lists for some of the gifts are provided. As a talent you may choose another gift. Each gift and its associated concepts are given below.
Gift of the Air. Wind, electricity, movement.
Gift Black Magic. Death, destruction, despair. Cannot be taken with Green or White magical inclination.
Gift of the Earth. Earth, stone, metal, gravity, inert matter.
Gift of the Fey. Trickery, enchantment, shapeshifting.
Gift of the Flame. Fire, heat, light, darkness.
Gift of Green Magic (aka gift of the green). Animals plants, living things. Cannot be taken with Black or War magical inclinations.
Gift of the Sight. Insight, divination, prophecy.
Gift of War. Battle, combat-prowess, physical power. Cannot be taken with Green magical inclination.
Gift of the Water. Water, ice, mist, liquids.
Gift of White Magic. Healing, preservation, hope. Cannot be taken with Black magical inclination.
Celestial Talent Tree
This talent tree represents abilities thought to be granted by higher powers. Casters who have talents from the Celestial talent tree are frequently believed to be divine emissaries or descendants of celestials. Prerequisites: Cannot have the gift of black magic.
Sense Alignment. You do not use spell slots to cast detect evil or detect good. Instead, you gain these as spell-like abilities that you may use a number of times per day equal to your casting attribute bonus.
Holy Aura. As PHB paladin Aura of Good ability. This does not stack with any other aura talents. Prerequisites: must be good.
Holy Resistance. You gain DR/unholy equal to your Constitution bonus. Prerequisites: must be good.
Greater Holy Resistance. Your DR/unholy increases to half your caster level. Prerequisites: Holy Resistance.
Elemental Talent Tree
The elemental talent tree has perhaps the most diverse origins of the casters. Dragons, elementals, djinn, gensai, and even an intense identification with a particular element account for the origins of these casters.
Resistance (acid, cold, electricity, fire, poison). Choose one type of energy damage. Alternatively, you may choose poison. You gain resistance against this type of damage equal to your Constitution bonus.
Greater Resistance (acid, cold, electricity, fire, poison). Your resistance to the damage type chosen for the Resistance talent increases to half your caster level. Prerequisites: Resistance, gift of air (electricity resistance), gift of earth, gift of fire (fire resistance), or gift of water (cold resistance).
Enhanced Casting. When casting spells of the type associated with your gift, you add your casting attribute bonus to your effective caster level. Prerequisite: gift of air, gift of earth, gift of fire, or gift of water.
Aura of Power. Similar to the paladin's Aura of Good ability, but instead of registering how good your character is, it describes about how powerful he is. The aura's exact effects depends upon the powers you have. An earth mage would have a decidedly different aura from a caster affiliated with fire. In addition, you gain a +1 racial bonus to Intimidate checks for every 3 caster levels you have (maximum +5). This does not stack with any other aura talents. Prerequisites: gift of air, gift of earth, gift of fire, or gift of water.
Fey Talent Tree
Casters with talents from the Fey talent tree are frequently believed to have been contacted by the fey in some way, or even to be descended from them. In many cases, individuals who possess talents from this talent tree are thought to be changelings.
Fey Resistance. You gain a bonus to saves against Enchantment, Illusion, and Transmutation spells and effects equal to half your caster level (maximum +5).
Fey Blood. You gain DR/cold iron or DR/holy equal to your Constitution bonus. Prerequisites: gift of the fey; for DR/holy, cannot be good.
Enhanced Fey Blood. The DR you selected for Fey Blood increases to half your caster level (max DR 15). Prerequisite: Fey Blood.
Trickster. You gain a racial bonus to Bluff checks equal to half your caster level (maximum +5). Prerequisite: gift of the fey.
Aura of Power. People recognize power when they see it, and they respond accordingly. You gain a racial bonus to Diplomacy and Intimidate checks equal to one-third your caster level (maximum +5). This does not stack with any other aura talents. Prerequisites: gift of the fey.
Fiendish Talent Tree
Like their celestial counterparts, casters whose talents come from the Fiendish talent tree are frequently believed to have the favor of demons or devils, whether by descent or by bargains in exchange for magical powers.
Sense Alignment. As same talent in Celestial talent tree.
Unholy Aura. As PHB paladin's aura of good ability, except it registers as an aura of evil. In addition, you may add your caster level to Intimidate checks. This not stack with any other aura talents. Prerequisites: must be evil.
Unholy Resistance. You gain DR/holy equal to your casting attribute bonus. Prerequisites: must be evil.
Greater Unholy Resistance. Your DR/holy increases to half your caster level (max DR 10/holy). Prerequisites: Unholy Resistance.
Magical Companion Talent Tree
Animal companion. As PHB Druid ability. Prerequisites: the Gift
Familiar. As PHB sorcerer ability, but applies to the creature you chose as your animal companion. The same creature that is your animal companion can also be your familiar. Prerequisites: Animal companion.
Special companion. Your animal companion becomes a special companion with bonuses and abilities like the PHB paladin's special mount . Prerequisite: Animal companion.
Wild empathy. As PHB druid ability. Prerequisites: gift of green magic or 5+ ranks in Handle Animal and Knowledge (nature).
Spell Mastery Talent Tree
Favored Spell. Choose one spell that you know that is half the level of your highest level spell known (minimum 0, maximum 4). You gain a number of bonus slots per day which you can use to cast this spell equal to your casting attribute bonus.
Improved Favored Spell. When you use a metamagic feat with the spell you chose for favored spell, you cast it at a spell slot one level lower than described in the PHB. Prerequisites: Favored Spell enhanced with the metamagic feat you want to use.
Advanced Favored Spell. You may spontaneously apply metamagic feats to your favored spell. The spell slot cost is the same as described in the PHB, but the metamagic feat you applied to Improved Favored Spell retains the reduced slot cost. Prerequisites: Improved Favored Spell.
Magic Focus. You use an object (such as a musical instrument, a gem, an item of clothing, or drugs), situation (nudity, lunar cycles, planetary alignments, or time of day), or state of mind (joy, pain, anger) to help facilitate using your powers. When you include this focus in your spellcasting, you gain a competence bonus to your effective caster level equal to your casting attribute bonus.
CLERIC BASE CLASS
Flavor text as PHB. What follows are only a few sample talent trees available to the cleric base class.
Prerequisites: mystic, Knowledge (religion) 5+ ranks and Holy Aura, Unholy Aura, or Aura of Power.
HD: d6
BAB: poor
Saves: Will good, Fortitude and Reflex poor
Class Skills: Concentrate, Diplomacy, Heal, Knowledge (all skills taken individually), Perform (Oratory), Profession, Speak Language, Use Magic Device
Skill Points per level: 4 + Intelligence modifier
Talent. At 1st, 5th, 10th, 14th, and 20th class level, you may choose talents from the talent trees below or from one of the generic spellcaster's talent trees.
Bonus feat. At 2nd, 7th, 11th, 13th, 17th, and 19th class level, you gain a bonus feat from the following: any metamagic feat, any item creation feat, Augment Summoning, Combat Casting, Eschew Materials, Improved Turning, Magical Aptitude, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration.
Casting Expertise. For the spells you initially learned as part of your gift, your effective caster level is equal to your cleric level plus your generic spellcaster levels. With spells learned upon becoming a cleric, you only count your cleric class levels as your caster level. Talents combine your cleric and generic spellcaster levels to determine your caster level.
Avatar Talent Tree
Avatars are individuals who spend their lives emulating a deity or upholding a particular ideal. In the eyes of the common folk, they are the mouthpieces of the deities they represent, or sometimes their incarnations.
Prerequisites: An avatar must choose a deity or ideal which she attempts to emulate.
Divine Resilience. You may add your Charisma bonus to Fortitude and Will saves.
Fascinate. As PHB bard ability (used only with oratory), Wisdom bonus/day. Prerequisites: Perform (Oratory) 3+ ranks.
Divine Speech. When you make a Perform (Oratory) check, you gain an insight bonus equal to half your cleric class levels. Prerequisites: Fascinate.
Suggestion. As PHB bard ability (used only with speaking), Wisdom bonus/day. Prerequisites: Diplomacy 6+ ranks, Fascinate
Mass suggestion. As PHB bard ability (used only with oratory), Wisdom bonus/day. Prerequisites: Perform (Oratory) 21+ ranks, Suggestion.
Divine Domains Talent Tree
Domain. Choose a domain associated with your deity or ideal. You gain an additional slot per spell level per day with which to cast a spell from this domain. You may additional domains with this talent, but it does not grant you more spell slots per day, only more domains from which it is possible to cast. You cannot choose a domain with an alignment descriptor opposed to your own.
Enhanced Domain. Chose one of your domains. With this domain, your effective caster level is increased by your Wisdom bonus. Each time you choose this talent it applies to a new domain. Prerequisite: Domain.
Domain Focus. Choose one of your domains. Add half your caster level to the save DC of spells cast from this domain. Each time you choose this talent it applies to a new domain. Prerequisite: Domain.
Exorcist Talent Tree
Exorcists are mystics whose interests and talents lie in the warding against or removal of certain creature types, most often outsiders. As with the Divine Domain talent tree, you cannot cast spells of with an alignment descriptor opposed to your own.
Additional Spells known. In addition to the spells granted to you based on your gift, you also can learn the following spells: (0th)--detect chaos/evil/good/law. (1st)--alarm, hold portal, protection from chaos/evil/good/law. (2nd)--arcane lock. (3rd)--magic circle against chaos/evil/good/law. (4th)--dimensional anchor. (5th)--dismissal. (6th)--repulsion. (7th)--banishment. (8th)--dimensional lock. (9th)--imprisonment, soul bind.
Favored Adversary. Choose a creature type from the following: aberration, elemental, fey, ghosts, outsider (subtype), or undead. You may choose this talent more than once, but each time you do, it applies to a different creature type. If a specific creature falls into more than one category, the bonuses do not stack. You simply use whichever one is higher. You gain a bonus to Gather Information, Knowledge, Sense Motive, and Survival checks equal to half your cleric level (maximum +5) when using these skills against the creature type. Prerequisites: Knowledge (religion) 5+ ranks for ghosts, outsiders (evil or good) or undead; Knowledge (the planes) 5+ ranks for elementals or outsiders (any except evil or good); Knowledge (nature) 5+ ranks for fey; Knowledge (dungeoneering) for aberrations.
Rebuke. While brandishing your symbol of faith, you make make a check to cow your favored adversary. Make a level check modified by your Wisdom bonus or penalty. Your target must succeed on a will save or be intimidated as described for the Intimidate skill in the PHB, but after the effect is over, the target's attitude toward you immediately shifts to hostile. If the will save fails by 10 or more, your target is forced to flee (or cower, if cornered). If used in combat, this is a standard action that provokes an attack of opportunity. Rebuke can be used on any of your favored adversaries regardless of how intelligent it is. Prerequisites: Favored Adversary.
Turning. Your faith is so potent that it can actually harm creatures you have deemed your adversaries. When using the Rebuke talent, any of your favored adversaries within a number of feet equal to ten times your Charisma bonus sustains damage equal to 1d6 times your Wisdom bonus. Prerequisites: Favored Adversary, Rebuke.
DRUID BASE CLASS
Flavor text as PHB druid.
Prerequisites: Gift of green magic, Handle Animal 5+ ranks, Knowledge (nature) 5+ ranks, Survival 5+ ranks
HD: d6
BAB: poor
Saves: Will good, Fortitude and Reflex low.
Class Skills: Concentrate, Craft, Handle Animal, Heal, Knowledge (nature), Listen, Profession, Ride, Spot, Survival
Skill Points per level: 4 + Intelligence modifier
Talent. At 1st, 5th, 10th, 14th, and 20th class level, you may choose their talents from the talent trees below or from the generic spellcaster's talent trees.
Bonus feat. At 2nd, 7th, 11th, 13th, 17th, and 19th class level, you may choose a bonus feat from the following:
Nature Sense Talent Tree
Favored Terrain. As ranger talent.
Nature Sense. As PHB druid ability.
Power of Nature. While within your favored terrain, you may add your Wisdom bonus to your effective caster level. Prerequisites: Favored Terrain.
Woodland Stride. As PHB druid ability.
Trackless Step. As PHB druid ability. Prerequisites: Woodland Stride.
Wild Empathy Talent Tree
Wild Empathy. As PHB druid ability.
Animal Speech. You can learn the languages of animals just as you can learn the languages of humanoids. With the chosen animal type, you can communicate with them just as you would with the speak with animal spell, but you expend skill points instead of spell slots to do so. Example animal language groups are: beetle, bird of prey, butterfly, canine, equine, feline, hive insect, reptile, rodent. Prerequisites: Wild Empathy, speak with animal.
Animal Companion. As PHB druid ability.
Familiar. As PHB sorcerer ability, but you can have medium-sized creatures as familiars as well. The benefits granted by the familiar should take into account the creature's natural abilities. A wolf familiar, for instance, could grant the scent ability, but not a bonus to Decipher Script checks. Prerequisites: Animal companion.
Wildshape Talent Tree
Wild Shape (medium). As PHB druid ability.
Wild Shape (Small or Large). As PHB druid ability. Prerequisites: Wild Shape (medium).
Wild Shape (Tiny or Huge). As PHB druid ability. Prerequisites: Wild Shape (small or large).
Wild Shape (elemental). As PHB druid ability. Prerequisites: Wild shape (medium)
WIZARD BASE CLASS
Flavor text as PHB wizard. What follows are only a few sample talent trees available to the wizard base class.
Prerequisites: mage, Knowledge (arcana) 4+ ranks, Spellcraft 2+ ranks, Scribe Scroll, the Gift
HD: d4
BAB: poor
Saves: Will good, Fortitude and Reflex low.
Class Skills: Concentrate, Craft (all skills taken individually), Decipher Script, Knowledge (all skills taken individually), Profession, Speak Language, Spellcraft, Use Magic Device
Skill Points per level: 4 + Intelligence modifier
Talent. At 1st, 5th, 10th, 14th, and 20th class level, you may choose their talents from the talent trees below or from the generic spellcaster's talent trees.
Bonus feat. At 2nd, 7th, 11th, 13th, 17th, and 19th class level, you may choose a bonus feat from: any metamagic feat, any item creation feat, Augment Summoning, Combat Casting, Eschew Materials, Magical Aptitude, Spell Focus, Greater Spell Focus, Spell Mastery, Spell Penetration (Greater Spell Penetration).
Spellcasting. Wizard spellcasting is based on Intelligence. Wizards must have an Intelligence score of at least 10 + spell level to cast spells of that level. In addition, wizards must have a number of ranks in Spellcraft equal to twice the spell level of the spells they wish to cast in order to learn them (minimum 1 rank for 0th-level spells). You continue to progress in spells per day as the generic spellcaster, but you have no limit to how many spells you may learn, provided you find the means to do so.
Casting Expertise. For the spells you initially learned as part of your gift, your effective caster level is equal to your wizard level plus your generic spellcaster levels. With spells learned upon becoming a wizard, you only count your wizard class levels as your caster level. With those talents initially chosen as a generic spellcaster, your wizard levels add to them for determining how potent they are. Talents you choose as a wizard only use your wizard class levels in this manner.
Artificer Talent Tree
Imbue Item. You may temporarily bestow a mundane object with a spell you can cast. The potency of the spell depends upon your caster level: 1st-4th level wizards may imbue an item with a 1st-level spell; 5th-8th level wizards a 2nd-level spell; 9th-12th level wizards a 3rd-level spell, 13th-16th level wizards a 4th-level spell; and 17th-20th level wizards can imbue items with a 5th-level spell. Prerequisites: Craft (type of object imbued) 7+ ranks
Improved Item Creation. Your ability to craft magic items depends more upon your skill at craftsmanship than your abilities as a spellcaster. Any spell you know can be put into a magic item of the appropriate type, provided the general function of the spell and the function of the mundane version of the item are similar. You must purchase item creation feats with bonus feats or character feats as normal, but the spellcaster requirement is waived. Prerequisites: Imbue Item, Craft 10+ ranks (type of item you are using this ability on).
Effortless Crafting. Making magical items taxes your internal resources less than it would other wizards. The XP costs for crafting magic items is reduced by 10%. Prerequisites: Improved Item Creation, Craft 12+ ranks (item you are crafting).
Improved Effortless Crafting. As in Effortless Crafting, but reduce the XP cost by 25%. This replaces the benefit of Effortless Crafting. Prerequisites: Effortless Crafting, Craft 15+ ranks (item you are crafting).
The Craft Talent Tree
Wizards prefer to call their method of spellcasting the Craft because of its emphasis on discipline, dedication, and attention to detail. Although the Craft expresses itself in the words, gestures, and ingredients wizards use to cast their spells, the roots of the Craft lie in complex mathematical and philosophical concepts that are beyond the reach of most ordinary people.
Enhanced Gift. Your study and training in the Craft have enhanced your natural spellcasting abilities. Whenever you use material components with spells you initially developed as a mage, you may add your Intelligence bonus to your effective caster level.
Sage Talent Tree
Same as expert generic class's Sage Talent Tree.
Specialist Talent Tree
Prerequisites: You must choose a school in which to specialize, followed by a rival school. The rival school cannot be one based in the gift that already opposes your own. You may still cast spells from your rival school, but you must roll against the chance of arcane spell failure to do so. The likelihood of arcane spell failure depends upon the level of the spell being cast. It starts at 50% for 0th level spells and goes up by 5% for each spell level, ending with a 95% arcane spell failure chance for 9th-level spells.
Metamagic specialization. You may apply metamagic feats to all spells in your specialty school or domain. Prerequisites: Spell Focus (school or domain), one metamagic feat in at least 4 spells (only one for each level) in the school or domain.
Bonus spells per day. With your chosen specialty school, you gain an additional spell per day for each spell level.
Increased caster level. With your chosen specialty school or domain, you add your Intelligence bonus to your effective caster level. This ability stacks with the benefit of Enhanced Gift.