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Difference between revisions of "Guild Wizard"

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* Warmages college (War).
 
* Warmages college (War).
 
{{Archetype_Section|type=div}}
 
{{Archetype_Section|type=div}}
'''Default:''' You are part of the Battlemages college, gaining the [[Incanter/Specializations#Destruction|Destruction]] specialization granting the Intense Magic and Movement Burst abilties.
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'''Default:''' Pick the Battlemages college, gaining the [[Incanter/Specializations#Destruction|Destruction]] specialization granting the Intense Magic and Movement Burst abilties.
 
{{Archetype_Section|type=end}}
 
{{Archetype_Section|type=end}}
  
 
=== Magic Talents ===
 
=== Magic Talents ===
 
{{Archetype_Section|type=begin}}
 
{{Archetype_Section|type=begin}}
A guild wizard gains 2 magic talents at every odd level and 1 at every even level, along with 2 magic talents the first time they gain the Casting class feature.
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A guild wizard gains 4 magic talents.
  
 
A guild wizard can freely takes the following spheres:  
 
A guild wizard can freely takes the following spheres:  
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* [[Weather Sphere]]
 
* [[Weather Sphere]]
 
{{Archetype_Section|type=div}}
 
{{Archetype_Section|type=div}}
'''Default:''' You get the [[Destruction Sphere]] with the [[Destruction Sphere#Explosive Orb|Explosive Orb]] and [[Destruction Sphere#Electric Blast|Electric Blast]] talents.
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'''Default:''' Pick the [[Protection Sphere]] and [[Destruction Sphere]] with the [[Destruction Sphere#Explosive Orb|Explosive Orb]] and [[Destruction Sphere#Electric Blast|Electric Blast]] destruction talents.
 
 
You also get the [[Protection Sphere]].
 
 
 
'''Alternatively:''' Pick up to four different spheres/talents, with no more than one sphere (but any number of talents) from the rare list.
 
 
{{Archetype_Section|type=end}}
 
{{Archetype_Section|type=end}}
  
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The guild wizard gains the [[Counterspell]] feat on level 1, ignoring its prerequisites.
 
The guild wizard gains the [[Counterspell]] feat on level 1, ignoring its prerequisites.
 
{{Archetype_Section|type=div}}
 
{{Archetype_Section|type=div}}
'''Default:''' Get the [[Counterspell]] feat and pick [[Cantrips]] as your level 1 feat.
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'''Default:''' Pick [[Cantrips]] as your level 1 feat.
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{{Archetype_Section|type=end}}
  
'''Alternatively:''' Pick another feat instead of Cantrips.
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=== Equipment ===
{{Archetype_Section|type=end}}  
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{{Archetype_Section|type=begin}}
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'''Starting Gold:''' 105 gold pieces
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{{Archetype_Section|type=div}}
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'''Gear Packages:'''
  
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* quarterstaff, sling w. 10 sling bullets and 100 gold pieces, or
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* dagger, 3 javelins and 97 gold pieces, or
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* heavy mace, light crossbow w. 10 bolts and 54 gold pieces
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and a scholar's outfit, a backpack, a belt pouch, and 10 pieces of chalk.
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Use 5 gold pieces to replace the {{link|Equipment/Scholar's Outfit}} with an {{link|Equipment/Explorer's Outfit}}.
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Use 6 gold pieces if you wish to purchase a {{link|Equipment/Trail Package}}.
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Use 15 gold pieces if you wish to purchase a [[Equipment/Basic Dungeoneering Package|Dungeoneering Package]].
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Use 4 gold pieces if you wish to purchase a {{link|Equipment/Scrivener's Kit}}.
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 +
Use 13 gold pieces and 5 silver pieces to purchase a [[Cure of Alcohol]], [[Idyllic Sleep]] or [[Maker's Tool]] ritual scroll.
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 +
Use 30 gold pieces to purchase an [[Endure Elements]], [[Identify]] or [[Read Weather]] ritual scroll.
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{{Archetype_Section|type=end}}
  
 
= 2nd Level =
 
= 2nd Level =

Latest revision as of 08:42, 29 May 2021

Main > > Archetypes > Guild Wizard


Hit Die: d6

Class Skills: The guild mage’s class skills are Appraise (Int), Craft (Int), Fly (Int), Knowledge (all; Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 4 + Int modifier.

Proficiencies: A guild mage is proficient with simple weapons, but not armor or shields.

1st Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+0 +0 +0 +2 +1 2 (+2) 2

Casting

A guild wizard may combine spheres and talents to create magical effects. You use Intelligence as your casting ability modifier.

Spell Pool

A guild wizard gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool replenishes once per day after roughly 8 hours of rest.

Calculate: Calculate your spell pool: Base Spell Pool + your casting ability modifier (minimum: 1).

Magic Tradition

Guild wizards follow the Circle Magic tradition.

College

Guild Wizards are part of a specific college from among the following, and gain the associated Specialization:

  • Abjurationists college (Protection)
  • Battlemages college (Destruction)
  • Diviners college (Divination)
  • Illusionists college (Illusion)
  • Mentalists college (Mind)
  • Summoners college (Conjuration)
  • Translationists college (Telekinesis)
  • Transmutationists college (Creation)
  • Warmages college (War).

Default: Pick the Battlemages college, gaining the Destruction specialization granting the Intense Magic and Movement Burst abilties.

Magic Talents

A guild wizard gains 4 magic talents.

A guild wizard can freely takes the following spheres:

The following spheres are rare, and not commonly used by Guild Wizards:

Default: Pick the Protection Sphere and Destruction Sphere with the Explosive Orb and Electric Blast destruction talents.

Feats

The guild wizard gains the Counterspell feat on level 1, ignoring its prerequisites.

Default: Pick Cantrips as your level 1 feat.

Equipment

Starting Gold: 105 gold pieces

Gear Packages:

  • quarterstaff, sling w. 10 sling bullets and 100 gold pieces, or
  • dagger, 3 javelins and 97 gold pieces, or
  • heavy mace, light crossbow w. 10 bolts and 54 gold pieces

and a scholar's outfit, a backpack, a belt pouch, and 10 pieces of chalk.

Use 5 gold pieces to replace the Scholar's Outfit with an Explorer's Outfit.

Use 6 gold pieces if you wish to purchase a Trail Package.

Use 15 gold pieces if you wish to purchase a Dungeoneering Package.

Use 4 gold pieces if you wish to purchase a Scrivener's Kit.

Use 13 gold pieces and 5 silver pieces to purchase a Cure of Alcohol, Idyllic Sleep or Maker's Tool ritual scroll.

Use 30 gold pieces to purchase an Endure Elements, Identify or Read Weather ritual scroll.

2nd Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+1 +0 +0 +3 +2 +1 (3 total) 4

Talents

The guild wizard gains one additional talent.

Default: Pick the Energy Wall destruction talent.

3rd Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+1 +1 +1 +3 +3 +2 (5 total) 6

Talents

The guild wizard gains two additional talents.

Default: Pick the Armored Magic protection talent and the Divination Sphere.

Feats

The guild wizard gains no extra feats on third level.

Default: Pick Ritual Caster as your third level feat.

4th Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+2 +1 +1 +4 +4 +1 (6 total) 7

Talents

The guild wizard gains one additional talent.

Default: Pick the Fire Blast destruction talent.

Bonus Feat

The guild wizard gains a bonus feat. This may be spent to gain an extra magic talent, or any feat which has casting as a prerequisite (Craft Item feats, metamagic feats, sphere focus, Circle Casting, etc.).

Default: Pick Extra Magic Talent as your bonus feat gaining the Obstruction protection talent.

5th Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+2 +1 +1 +4 +5 +2 (8 total) 9

Talents

The guild wizard gains two additional talents.

Default: Pick the Blindfolded Oracle divination talent and Greater Blast destruction talent.

Feats

The guild wizard gains no extra feats on fifth level.

Default: Pick Precise Shot as your fifth level feat.

6th Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Base
Caster
Level
Magic
Talents
Base
Spell
Pool
+3 +2 +2 +4 +6 +1 (9 total) 11

Talents

The guild wizard gains one additional talent.

Default: Pick the Crafted Blast destruction talent.


COPYRIGHT NOTICE

Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.