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<blockquote data-quote="Spatzimaus" data-source="post: 3469572" data-attributes="member: 3051"><p>And for the final Advanced class:</p><p></p><p><strong>Wizard</strong></p><p><em>A WIS-based slot-casting class that sort of rolls the Wizard, Cleric, and Sorcerer into one messy whole.</em></p><p>Prerequisite: Affinity(Ritual)</p><p>BAB +1/2, d4 HD, Reflex and Will saves are good, 4+INT skill points</p><p>Class skills: Autohypnosis (see PsiHB), Concentration, Focus, Knowledge(arcana, nature), Manifestation, Ride, Spellcraft</p><p>Armor: none</p><p></p><p>Bond Familiar at 1st level (as PHB)</p><p>At 4 and 16, gain a Talent from the Primary class, and at level 10 gain a Bonus Feat; as usual, this feat can be from your Primary list or a Wizard-specific one.</p><p></p><p>Spellcasting: WIS-based, limited by the usual "Arcane Spell Failure" of armor.</p><p>Spells Per Day: as Cleric/Druid/Wizard (no bonus Domain spell), but shifted one level up; that is, at class level 2 you get your first 2nd-level slot, at level 4 you get your first 3rd-level, and so on. (Remember that you need at least one racial level and one Basic level before entering these classes.)</p><p>Spells Known: as Sorcerer, but shifted up TWO levels (so you get your first known 2nd-level spell at class level 2 as well)</p><p>Metamagic: Applied spontaneously, costing "Metamagic Points". Each day, you get a number of metapoints equal to your WIS modifier plus your Wizard class level. Using a level N metaform costs N metapoints, and the metaform used is then disabled for N rounds. (So if you Empower a spell, you'll have to wait two rounds before empowering another.) Casting time increases to a Full-Round Action (as Sorcerer).</p><p>(As a Feat, Wizards can gain Prepared Metamagic, which allows them to use the old-style metamagic, where it increases spell levels and doesn't affect casting time or cost metapoints.)</p><p>At level 2, all Wizards pick a free level 1 Metaform from a small list: Heighten I (+1 to DC), Empower I (increase all die sizes by 1), Enhance I (+2 to caster level), or Extend I (duration x2)</p><p></p><p>At level 1 the Wizard selects two "Specialty Chains" from his specialty (below). Generally these are like Domain spell lists, although typically it's more of that X-level spells that I mentioned in the Channeler section; a spell that can be used at any spell level with effects scaling to match. At class levels 7 and 13 he picks an additional Specialty Chain.</p><p>The Wizard automatically knows all spells within these chains, which greatly increases his spells known. He can also cast spells from his chains without the need for a Focus (see below), but this increases the casting time to a Full-Round Action; if he has a Focus, he can cast the cantrip from the chain at will, without expending spell slots (again increasing the casting time). Also, his chain spells have +1 to their DC and Manifestation checks.</p><p></p><p>SPECIALIZATION</p><p>All Wizards must specialize. Wizards have eight choices for specialization:</p><p>Three Elemental triads (Life-Light-Death, Earth-Force-Air, Fire-Nexus-Water)</p><p>Two Astral subschools (Planar and Material)</p><p>Two Psionic subschools (Divination and Enchantment)</p><p>Time</p><p>Each Wizard picks one specialty, and sacrifices two others. Races not capable of Time magic (which includes ALL of the playable races) can't sacrifice Time.</p><p></p><p>Every spell within your specialty has a +1 bonus to caster level and Focus skill (which determine spell effects). Also, only spells within your specialty can be picked for your Specialty Chains (above).</p><p></p><p>Wizards who choose to specialize in an Elemental triad have an additional option; they can double-specialize in one of the two Basic elements in their triad (+2 instead of +1), sacrificing the opposing element as well. That is, a Nexus specialist gets +1 to Fire, Nexus, and Water spells; he could choose to change that to +2 Fire, +1 Nexus, and can't cast Water spells.</p><p></p><p>FOCUS</p><p>All Wizards require a Focus item. Typically it's a wand or a holy symbol, but if you want to make your sword (or a hockey stick...) into your Focus, that's just fine. The Focus is an integrated part of the gestures needed to trigger a prepared spell; without it, the Wizard can only cast cantrips, or his specialty chains (above). As the Wizard gets stronger, his Focus gets stronger; its base HP increases by +1 per Wizard level, and its Hardness increases by an amount equal to the WIS modifier of the Wizard.</p><p></p><p>More importantly, starting at 4th class level, the Focus can hold a number of non-cantrip spells whose total level is not higher than his character (not class) level. These spells must be from the Wizard's specialty chains.</p><p>These spells can be cast directly from the Focus, as if they were prepared spells, and this expends them for the day. But more importantly, the Wizard can swap any of his prepared spells for a stored spell of equal or lower level, expending the prepared spell instead of the stored spell.</p><p><em>That is, if you're a 12th-level character who's specialized in healing and shapeshifting, both Life magic chains, you could put a level 1 healing spell, level 2 shapechange, level 4 heal, and level 5 shapechange into a wand. This'd give you a few options for spontaneous swapping.</em></p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3469572, member: 3051"] And for the final Advanced class: [b]Wizard[/b] [i]A WIS-based slot-casting class that sort of rolls the Wizard, Cleric, and Sorcerer into one messy whole.[/i] Prerequisite: Affinity(Ritual) BAB +1/2, d4 HD, Reflex and Will saves are good, 4+INT skill points Class skills: Autohypnosis (see PsiHB), Concentration, Focus, Knowledge(arcana, nature), Manifestation, Ride, Spellcraft Armor: none Bond Familiar at 1st level (as PHB) At 4 and 16, gain a Talent from the Primary class, and at level 10 gain a Bonus Feat; as usual, this feat can be from your Primary list or a Wizard-specific one. Spellcasting: WIS-based, limited by the usual "Arcane Spell Failure" of armor. Spells Per Day: as Cleric/Druid/Wizard (no bonus Domain spell), but shifted one level up; that is, at class level 2 you get your first 2nd-level slot, at level 4 you get your first 3rd-level, and so on. (Remember that you need at least one racial level and one Basic level before entering these classes.) Spells Known: as Sorcerer, but shifted up TWO levels (so you get your first known 2nd-level spell at class level 2 as well) Metamagic: Applied spontaneously, costing "Metamagic Points". Each day, you get a number of metapoints equal to your WIS modifier plus your Wizard class level. Using a level N metaform costs N metapoints, and the metaform used is then disabled for N rounds. (So if you Empower a spell, you'll have to wait two rounds before empowering another.) Casting time increases to a Full-Round Action (as Sorcerer). (As a Feat, Wizards can gain Prepared Metamagic, which allows them to use the old-style metamagic, where it increases spell levels and doesn't affect casting time or cost metapoints.) At level 2, all Wizards pick a free level 1 Metaform from a small list: Heighten I (+1 to DC), Empower I (increase all die sizes by 1), Enhance I (+2 to caster level), or Extend I (duration x2) At level 1 the Wizard selects two "Specialty Chains" from his specialty (below). Generally these are like Domain spell lists, although typically it's more of that X-level spells that I mentioned in the Channeler section; a spell that can be used at any spell level with effects scaling to match. At class levels 7 and 13 he picks an additional Specialty Chain. The Wizard automatically knows all spells within these chains, which greatly increases his spells known. He can also cast spells from his chains without the need for a Focus (see below), but this increases the casting time to a Full-Round Action; if he has a Focus, he can cast the cantrip from the chain at will, without expending spell slots (again increasing the casting time). Also, his chain spells have +1 to their DC and Manifestation checks. SPECIALIZATION All Wizards must specialize. Wizards have eight choices for specialization: Three Elemental triads (Life-Light-Death, Earth-Force-Air, Fire-Nexus-Water) Two Astral subschools (Planar and Material) Two Psionic subschools (Divination and Enchantment) Time Each Wizard picks one specialty, and sacrifices two others. Races not capable of Time magic (which includes ALL of the playable races) can't sacrifice Time. Every spell within your specialty has a +1 bonus to caster level and Focus skill (which determine spell effects). Also, only spells within your specialty can be picked for your Specialty Chains (above). Wizards who choose to specialize in an Elemental triad have an additional option; they can double-specialize in one of the two Basic elements in their triad (+2 instead of +1), sacrificing the opposing element as well. That is, a Nexus specialist gets +1 to Fire, Nexus, and Water spells; he could choose to change that to +2 Fire, +1 Nexus, and can't cast Water spells. FOCUS All Wizards require a Focus item. Typically it's a wand or a holy symbol, but if you want to make your sword (or a hockey stick...) into your Focus, that's just fine. The Focus is an integrated part of the gestures needed to trigger a prepared spell; without it, the Wizard can only cast cantrips, or his specialty chains (above). As the Wizard gets stronger, his Focus gets stronger; its base HP increases by +1 per Wizard level, and its Hardness increases by an amount equal to the WIS modifier of the Wizard. More importantly, starting at 4th class level, the Focus can hold a number of non-cantrip spells whose total level is not higher than his character (not class) level. These spells must be from the Wizard's specialty chains. These spells can be cast directly from the Focus, as if they were prepared spells, and this expends them for the day. But more importantly, the Wizard can swap any of his prepared spells for a stored spell of equal or lower level, expending the prepared spell instead of the stored spell. [i]That is, if you're a 12th-level character who's specialized in healing and shapeshifting, both Life magic chains, you could put a level 1 healing spell, level 2 shapechange, level 4 heal, and level 5 shapechange into a wand. This'd give you a few options for spontaneous swapping.[/i] [/QUOTE]
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