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{{ClassHeader|Fluff=Incanters are the great seekers of magic, to the exclusion of almost all other pursuits. Incanters can be wizards, priests, necromancers, or indeed anyone else who primarily finds their power through the study and practice of magic. | {{ClassHeader|Fluff=Incanters are the great seekers of magic, to the exclusion of almost all other pursuits. Incanters can be wizards, priests, necromancers, or indeed anyone else who primarily finds their power through the study and practice of magic. |
Revision as of 07:26, 14 July 2019
Main > > Classes > Incanter |
Incanters are the great seekers of magic, to the exclusion of almost all other pursuits. Incanters can be wizards, priests, necromancers, or indeed anyone else who primarily finds their power through the study and practice of magic.
Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.
Role: An incanter’s abilities are determined by the spheres and talents he chooses, and as such, an incanter can fill almost any party roll.
Alignment: Any.
Hit Die: d6
Class Skills: The incanter’s class skills are Appraise (Int), Craft (Int), Fly (Int), Knowledge (all; Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier.
Proficiencies: An incanter is proficient with all simple weapons.
Class Level |
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Special | Base Caster Level |
Magic Talents |
---|---|---|---|---|---|---|---|
1 | +0 | +0 | +0 | +2 | Bonus feat, casting, specializations, spell pool | +1 | 2 (+2) |
2 | +1 | +0 | +0 | +3 | Bonus feat | +2 | 3 |
3 | +1 | +1 | +1 | +3 | +3 | 5 | |
4 | +2 | +1 | +1 | +4 | Bonus feat | +4 | 6 |
5 | +2 | +1 | +1 | +4 | +5 | 8 | |
6 | +3 | +2 | +2 | +5 | Bonus feat | +6 | 9 |
7 | +3 | +2 | +2 | +5 | +7 | 11 | |
8 | +4 | +2 | +2 | +6 | Bonus feat | +8 | 12 |
9 | +4 | +3 | +3 | +6 | +9 | 14 | |
10 | +5 | +3 | +3 | +7 | Bonus feat | +10 | 15 |
11 | +5 | +3 | +3 | +7 | +11 | 17 | |
12 | +6/+1 | +4 | +4 | +8 | Bonus feat | +12 | 18 |
13 | +6/+1 | +4 | +4 | +8 | +13 | 20 | |
14 | +7/+2 | +4 | +4 | +9 | Bonus feat | +14 | 21 |
15 | +7/+2 | +5 | +5 | +9 | +15 | 23 | |
16 | +8/+3 | +5 | +5 | +10 | Bonus feat | +16 | 24 |
17 | +8/+3 | +5 | +5 | +10 | +17 | 26 | |
18 | +9/+4 | +6 | +6 | +11 | Bonus feat | +18 | 27 |
19 | +9/+4 | +6 | +6 | +11 | +19 | 29 | |
20 | +10/+5 | +6 | +6 | +12 | Bonus feat | +20 | 30 |
Class Abilities
Casting
An incanter may combine spheres and talents to create magical effects. An incanter is considered a High-Caster.
He may use either Intelligence, Wisdom, or Charisma as his casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed.
(Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Spell Pool
An incanter gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents
An incanter gains 2 magic talents at every odd level and 1 at every even level, according to Table: Incanter.
Bonus Feat
At 1st, 2nd, and every 2 levels thereafter, an incanter 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.).