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Energy Wizard of Dramore updaet

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Energy Wizard of Dramore
Class Level Base Attack bonus Fort Save Ref Save Will Save Special Spells Per day
1st +0 +2 +0 +2 Membership, Energy Admixture (Chosen Energy Type) +1 level of existing class
2nd +1 +3 +0 +3 Spellpool I +1 level of existing class
3rd +1 +3 +1 +3 Power of the energy type +1 +1 level of existing class
4th +2 +4 +1 +4 +1 level of existing class
5th +2 +4 +1 +4 Power of the energy type +2 +1 level of existing class
6th +3 +5 +2 +5 Spellpool II +1 level of existing class
7th +3 +5 +2 +5 Power of the energy type +3 +1 level of existing class
8th +4 +6 +2 +6 +1 level of existing class
9th +4 +6 +3 +6 Power of the energy type +4 +1 level of existing class
10th +5 +7 +3 +7 Spellpool III +1 level of existing class

The Energy Wizards of Dramaore are the strongest wizards that the government has funded to date when they help the people, collect magical knowledge, and keep the government safe the government is happy.
Hit Die: d4

Requirements
To qualify to become a Energy Wizard of Dramore (Ewd), a character must fulfill all the following criteria.
Alignment: Any nonchaotic
Skills: Knowledge (arcana) 8 ranks, Knowledge (The Planes) 8 ranks, Spellcraft 8 ranks.
Feats: Energy Substitution, and any one other metamagic feat.
Spellcasting: Ability to cast 3rd-level arcane spells.
Special: Prospective members must pay an initiation fee of 10,000 gp. At the time of taking this Prc the character must choose an energy type (usually the one from the Energy Substitution)

Class Skills
The energy wizard¡¦s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (any) (Int), Profession (Wis), Scry (Int), and Spellcraft (Int). See Chapter 4:Skills in the Player¡¦s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.

Class Features
All the following are class features of the energy wizard prestige class.
Weapon and Armor Proficiency: Energy wizards gain no proficiency with any weapon or armor.
Spells per Day: An energy wizard¡¦s training focuses on magic. Thus, when a character gains a new level of guild wizard, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example).
If a character had more than one spellcasting class before she became an energy wizard, she must decide to which class she adds each level of guild wizard for purposes of determining spells per day when she adds the new level.
Membership: The character becomes a full member of the Energy Wizards of Dramore. She is entitled to vote on issues before the entire membership, use the order¡¦s libaray and workrooms (though access to these facilities is based upon seniority), and replenish her store of material components (common components are usually free or carry a nominal fee, while components that carry a gold piece value are available ¡§at cost¡¨)
Membership in the guild incurs the following duties and responsibilities:
„h Monthly membership dues of 100 gp (payable up to 4 years in advance);
„h Obedience to the rulings of the masters;
„h Aid to other members in time of need (this normally means aiding other guild members who are in danger, but can mean aiding them in their other endeavors as well);
„h Defense of the country of Dramore when called upon by the Masters or legitimate authorities of the Dramoren government.

Energy Admixture: The fire wizard gains the energy admixture feat even if he/she does not meet all the perquisites.
Spellpool (Sp): Beginning at 2nd level, members of Energy Wizards of Dramore can call 1st-through 3rd-level spells from a common source known as a spellpool. At 6th level, they may call up to 6th-level spells from the spellpool, and at 10th level they may call spells of up to 9th level from the spellpool. See the Magic of Faerun or Tome and Blood one the spellpool info on how it works.
Power of the energy type: Add this value to the DC for all saving throws of spells cast with the energy descriptor that the wizard chose to be his mastery in.

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