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General Tabletop Discussion
*Pathfinder & Starfinder
Specialist Wizards: variant
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<blockquote data-quote="arscott" data-source="post: 1891829" data-attributes="member: 17969"><p>Do you have access to Unearthed Arcana? It's got A few nifty Ideas Regarding specialist wizards.</p><p></p><p>The first is a series of special abilites that a specialist could swap in for standard wizard abilities. For instance, an evoker could:</p><p>-Trade out having a familiar for the ability to cast spells of a specific energy type at +1 caster level</p><p>-Trade out wizard bonus feats for spontaneous energy substitution</p><p>-Trade out bonus spells for the ability to overcome energy resistance</p><p>Or a Necromancer could</p><p>-Trade out the familiar for a skeletal minion</p><p>-Trade out feats for "undead lite" immunities: saving throw bonuses vs. sleep, poison, death effects, etc at 5th, 10th, and 15th, and 25% immunity to criticals at 20th</p><p>-Trade out bonus spells for what is basically 'augmented summoning' for created undead</p><p></p><p>These benifits aren't nearly as powerful as the ones you have above, but theoretically, they could be granted in addition to the standard specialist abilities, or allow them to be taken without choosing prohibited schools.</p><p></p><p>Also in the book is the domain wizard. Rather than picking any school specific spells for your bonus spells, you just get one specific bonus spell at each level. In exchange, you don't take forbidden schools. It's a nice compromise between the power of the specialist and the versatility of the generalist. There's a domain for each of the eight schools, but there's also Antimagic, Battle, Cold, Fire, and Storm domains.</p></blockquote><p></p>
[QUOTE="arscott, post: 1891829, member: 17969"] Do you have access to Unearthed Arcana? It's got A few nifty Ideas Regarding specialist wizards. The first is a series of special abilites that a specialist could swap in for standard wizard abilities. For instance, an evoker could: -Trade out having a familiar for the ability to cast spells of a specific energy type at +1 caster level -Trade out wizard bonus feats for spontaneous energy substitution -Trade out bonus spells for the ability to overcome energy resistance Or a Necromancer could -Trade out the familiar for a skeletal minion -Trade out feats for "undead lite" immunities: saving throw bonuses vs. sleep, poison, death effects, etc at 5th, 10th, and 15th, and 25% immunity to criticals at 20th -Trade out bonus spells for what is basically 'augmented summoning' for created undead These benifits aren't nearly as powerful as the ones you have above, but theoretically, they could be granted in addition to the standard specialist abilities, or allow them to be taken without choosing prohibited schools. Also in the book is the domain wizard. Rather than picking any school specific spells for your bonus spells, you just get one specific bonus spell at each level. In exchange, you don't take forbidden schools. It's a nice compromise between the power of the specialist and the versatility of the generalist. There's a domain for each of the eight schools, but there's also Antimagic, Battle, Cold, Fire, and Storm domains. [/QUOTE]
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Specialist Wizards: variant
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