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Viealna (The Unbounded World): The Aeterian Expedition [OOC Thread]
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<blockquote data-quote="Kalanyr" data-source="post: 1452904" data-attributes="member: 190"><p>Aboloseathean Master </p><p></p><p>Prerequisites: </p><p>Feats: Rune of Wizardry or Runic Focus (Any One School)</p><p>Skills: Spellcraft 8 Ranks</p><p>Spells: Access to 3rd Level Arcane Spells </p><p>Special: A generalist must know at least one non-cantrip spell of each school.</p><p> A specialist must know at least 2 spells at each spell level up to 3rd from his school.</p><p>Special: Must be accepted into an Aboloseathean Master College</p><p></p><p>BAB: Wizard</p><p>Saves: Good Will</p><p>HD: d4</p><p>Skill List: As Wizard + Bluff and Intimidate</p><p>Skills: 2 + Int Mod</p><p>Spellcasting: +1 level of arcane spellcasting per Level</p><p></p><p>Specialist Progression</p><p>Level</p><p>1 Extra Specialisation, Specialist Defense +1</p><p>2 School Spell Power +1</p><p>3 Specialist Defense +2</p><p>4 School Spell Power +2</p><p>5 Bonus Feat, Circle Leader</p><p>6 Specialist Defense +3 </p><p>7 School Spell Power +3</p><p>8 School Spell Power +4</p><p>9 Specialist Defense +4 </p><p>10 School Spell Power +5, Great Circle Leader</p><p></p><p>Enhanced Specialisation: Upon becoming an Aboloseathean Master, a member of one of the specialist colleges increases his dedication to his school of magic. He must again choose, a new set of opposition schools, just as when originally specialising, the schools must be schools to which he currently has access. In return for this the Master gets an additional spell slot of each level he currently has access to which can be used only for preparation of spells of his specialist school. </p><p></p><p>Specialist Defense (Ex): The Specialist Master gets the indicated bonus on all saving throws against spells of his chosen school.</p><p></p><p>School Spell Power (Ex): The Specialist Master's caster level is treated as the indicated number higher for the purpose of casting spells of his chosen school.</p><p></p><p>Bonus Feat (Ex): Any Metamagic Feat, Spell Mastery or </p><p>Evokers: War Wizard</p><p>Illusionists: Spell Thematics</p><p>Conjurers: Augment Summoning</p><p>Transmuters: ?</p><p>Necromancers: Profane Undeath </p><p>Diviners: ?</p><p>Abjurers: Unseen Ward</p><p>Enchanters: Enhanced Dominion</p><p></p><p>Circle Leader: You gain the ability to lead a circle.</p><p></p><p>Great Circle Leader: You gain the ability to lead a Great circle.</p><p></p><p></p><p>Generalist Progression</p><p>1 Extra Spell Slot I</p><p>2 Bonus Feat</p><p>3 Spell Power +1</p><p>4 Generalist Defense I</p><p>5 Extra Spell Slot II, Circle Leader</p><p>6 Spell Power +2</p><p>7 Extra Spell Slot III</p><p>8 Generalist Defense II</p><p>9 Spell Power +3</p><p>10 Extra Spell Slot IV, Great Circle Leader</p><p></p><p>Extra Spell Slot: At Level 1 you gain a spell slot of your 4th highest spell level, at level 5 you gain a spell slot of your 3rd highest spell level, at 7th of your 2nd and at 10th of your highest spell level. </p><p></p><p>Bonus Feat: Any metamagic or spell mastery or Master The Circle</p><p></p><p>Spell Power: Your caster level for all spells increases by the indicated amount.</p><p></p><p>Generalist Defense: At the indicated level select a single school of magic you get a +1 bonus on saves against that school of magic, the same school may be chosen twice.</p><p></p><p>Circle Magic:</p><p>As the FRCS except replace Runic Feat for Tatoo Focus. </p><p>And the following restrictions apply:</p><p>A leader may not have more extra spell levels than his current level, A great circle leader may not have more extra spell levels than twhice his current level. </p><p>The upper limit on caster level is your caster level + 10 for a Circle Leader or your level + 20 for a Great Circle Leader.</p><p>(If you wish to know more about circle magic talk to me in chat)</p></blockquote><p></p>
[QUOTE="Kalanyr, post: 1452904, member: 190"] Aboloseathean Master Prerequisites: Feats: Rune of Wizardry or Runic Focus (Any One School) Skills: Spellcraft 8 Ranks Spells: Access to 3rd Level Arcane Spells Special: A generalist must know at least one non-cantrip spell of each school. A specialist must know at least 2 spells at each spell level up to 3rd from his school. Special: Must be accepted into an Aboloseathean Master College BAB: Wizard Saves: Good Will HD: d4 Skill List: As Wizard + Bluff and Intimidate Skills: 2 + Int Mod Spellcasting: +1 level of arcane spellcasting per Level Specialist Progression Level 1 Extra Specialisation, Specialist Defense +1 2 School Spell Power +1 3 Specialist Defense +2 4 School Spell Power +2 5 Bonus Feat, Circle Leader 6 Specialist Defense +3 7 School Spell Power +3 8 School Spell Power +4 9 Specialist Defense +4 10 School Spell Power +5, Great Circle Leader Enhanced Specialisation: Upon becoming an Aboloseathean Master, a member of one of the specialist colleges increases his dedication to his school of magic. He must again choose, a new set of opposition schools, just as when originally specialising, the schools must be schools to which he currently has access. In return for this the Master gets an additional spell slot of each level he currently has access to which can be used only for preparation of spells of his specialist school. Specialist Defense (Ex): The Specialist Master gets the indicated bonus on all saving throws against spells of his chosen school. School Spell Power (Ex): The Specialist Master's caster level is treated as the indicated number higher for the purpose of casting spells of his chosen school. Bonus Feat (Ex): Any Metamagic Feat, Spell Mastery or Evokers: War Wizard Illusionists: Spell Thematics Conjurers: Augment Summoning Transmuters: ? Necromancers: Profane Undeath Diviners: ? Abjurers: Unseen Ward Enchanters: Enhanced Dominion Circle Leader: You gain the ability to lead a circle. Great Circle Leader: You gain the ability to lead a Great circle. Generalist Progression 1 Extra Spell Slot I 2 Bonus Feat 3 Spell Power +1 4 Generalist Defense I 5 Extra Spell Slot II, Circle Leader 6 Spell Power +2 7 Extra Spell Slot III 8 Generalist Defense II 9 Spell Power +3 10 Extra Spell Slot IV, Great Circle Leader Extra Spell Slot: At Level 1 you gain a spell slot of your 4th highest spell level, at level 5 you gain a spell slot of your 3rd highest spell level, at 7th of your 2nd and at 10th of your highest spell level. Bonus Feat: Any metamagic or spell mastery or Master The Circle Spell Power: Your caster level for all spells increases by the indicated amount. Generalist Defense: At the indicated level select a single school of magic you get a +1 bonus on saves against that school of magic, the same school may be chosen twice. Circle Magic: As the FRCS except replace Runic Feat for Tatoo Focus. And the following restrictions apply: A leader may not have more extra spell levels than his current level, A great circle leader may not have more extra spell levels than twhice his current level. The upper limit on caster level is your caster level + 10 for a Circle Leader or your level + 20 for a Great Circle Leader. (If you wish to know more about circle magic talk to me in chat) [/QUOTE]
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Viealna (The Unbounded World): The Aeterian Expedition [OOC Thread]
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