Fire 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 (Fire), Guild Robe +1 level of existing class
2nd +1 +3 +0 +3 Spellpool I +1 level of existing class
3rd +1 +3 +1 +3 Power of Fire +1 +1 level of existing class
4th +2 +4 +1 +4 Jet of Fire 1/day +1 level of existing class
5th +2 +4 +1 +4 Power of Fire +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 Fire +3 +1 level of existing class
8th +4 +6 +2 +6 Jet of Fire 2/day +1 level of existing class
9th +4 +6 +3 +6 Power of Fire +4 +1 level of existing class
10th +5 +7 +3 +7 Spellpool III +1 level of existing class
One of many energy guilds in Dramore they learn to better draw power from their chosen energy. This one also one of the many guilds that have are sponsored by the government as part of its protection plan. Their power can’t be denied being one of the biggest guilds in the nation.
Hit Die: d4
Requirements
To qualify to become a Fire Wizard of Dramore (Fwd), 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, Elemental Tattoo, and any one other metamagic feat.
Spellcasting: Ability to cast 3rd-level arcane spells.
Special: Prospective members must pay an initiation fee of 1,000 gp or go on a quest set by the guild.
Class Skills
The fire 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 fire wizard prestige class.
Weapon and Armor Proficiency: Fire wizards gain no proficiency with any weapon or armor.
Spells per Day: A fire 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 a fire 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 Fire 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:
· Monthly membership dues of 10 gp (payable up to 1 year in advance);
· Obedience to the rulings of the masters;
· 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);
· 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.
Guild Robes: These red robes have the guilds symbol. These are, Suelouis Robe of Magical Enhancement there + represents what level in the guild you are hire the number more other people respect you. When you take one this prestige class you have a +1 robe you can do deeds or other services such as showing great wisdom or be in the guild for a very long time.
Spellpool (Sp): Beginning at 2nd level, members of the Fire Wizard 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 Spellpool description in the previous section.
Power of Fire: Add this number to DC for all saving throws against spells with the fire descriptor, and it’s a bonus on caster level checks (1d20 + caster level) to beat a creatures spell resistance when casting spells with the fire descriptor. This number is also get added to the difficulty of your the Spell Save DC of your spells when you cast spells with the fire descriptor.
Jet of Fire: A character with this ability can shot out a jet of fire from there hand as a ranged touch attack it deals 1d6 per level of this prestige class. This ability may be used the indicated number of time per day.
All of the following are gust like the one above but with these differences.
Name Jet damage type Robe color Power of ability difference Tattoo different energy type Abreaction
Cold Wizard of Dramore Cold Light Blue Its Power of Cold Cold Cwd
Sonic Wizard of Dramore Sonic White Its Power of Sonic Sonic Swd
Acid Wizard of Dramore Acid Green Its Power of Acid Acid Awd
Electric Wizard of Dramore Electricity Yellow Its Power of Electricity Electricity Ewd
Any help will be nice.
Class Level Base Attack bonus Fort Save Ref Save Will Save Special Spells Per day
1st +0 +2 +0 +2 Membership, Energy Admixture (Fire), Guild Robe +1 level of existing class
2nd +1 +3 +0 +3 Spellpool I +1 level of existing class
3rd +1 +3 +1 +3 Power of Fire +1 +1 level of existing class
4th +2 +4 +1 +4 Jet of Fire 1/day +1 level of existing class
5th +2 +4 +1 +4 Power of Fire +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 Fire +3 +1 level of existing class
8th +4 +6 +2 +6 Jet of Fire 2/day +1 level of existing class
9th +4 +6 +3 +6 Power of Fire +4 +1 level of existing class
10th +5 +7 +3 +7 Spellpool III +1 level of existing class
One of many energy guilds in Dramore they learn to better draw power from their chosen energy. This one also one of the many guilds that have are sponsored by the government as part of its protection plan. Their power can’t be denied being one of the biggest guilds in the nation.
Hit Die: d4
Requirements
To qualify to become a Fire Wizard of Dramore (Fwd), 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, Elemental Tattoo, and any one other metamagic feat.
Spellcasting: Ability to cast 3rd-level arcane spells.
Special: Prospective members must pay an initiation fee of 1,000 gp or go on a quest set by the guild.
Class Skills
The fire 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 fire wizard prestige class.
Weapon and Armor Proficiency: Fire wizards gain no proficiency with any weapon or armor.
Spells per Day: A fire 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 a fire 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 Fire 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:
· Monthly membership dues of 10 gp (payable up to 1 year in advance);
· Obedience to the rulings of the masters;
· 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);
· 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.
Guild Robes: These red robes have the guilds symbol. These are, Suelouis Robe of Magical Enhancement there + represents what level in the guild you are hire the number more other people respect you. When you take one this prestige class you have a +1 robe you can do deeds or other services such as showing great wisdom or be in the guild for a very long time.
Spellpool (Sp): Beginning at 2nd level, members of the Fire Wizard 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 Spellpool description in the previous section.
Power of Fire: Add this number to DC for all saving throws against spells with the fire descriptor, and it’s a bonus on caster level checks (1d20 + caster level) to beat a creatures spell resistance when casting spells with the fire descriptor. This number is also get added to the difficulty of your the Spell Save DC of your spells when you cast spells with the fire descriptor.
Jet of Fire: A character with this ability can shot out a jet of fire from there hand as a ranged touch attack it deals 1d6 per level of this prestige class. This ability may be used the indicated number of time per day.
All of the following are gust like the one above but with these differences.
Name Jet damage type Robe color Power of ability difference Tattoo different energy type Abreaction
Cold Wizard of Dramore Cold Light Blue Its Power of Cold Cold Cwd
Sonic Wizard of Dramore Sonic White Its Power of Sonic Sonic Swd
Acid Wizard of Dramore Acid Green Its Power of Acid Acid Awd
Electric Wizard of Dramore Electricity Yellow Its Power of Electricity Electricity Ewd
Any help will be nice.
Last edited: