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Difference between revisions of "Guild Wizard"

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Guild Wizards are part of a specific college from among the following, and gain the associated [[Incanter/Specializations#Sphere Specializations|Specialization]]:
 
Guild Wizards are part of a specific college from among the following, and gain the associated [[Incanter/Specializations#Sphere Specializations|Specialization]]:
  
Abjurationists (Protection), Battlemages (Destruction), Conjurers (Conjuration), Diviners (Divination), Illusionists (Illusion), Mentalists (Mind), Translationists (Telekinesis), Transmutationists (Creation) or Warmages (War) college.
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* Abjurationists college (Protection)
 +
* Battlemages college (Destruction)
 +
* Diviners college (Divination)
 +
* Illusionists college (Illusion)
 +
* Mentalists college (Mind)
 +
* Summoners college (Conjuration)
 +
* Translationists college (Telekinesis)
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* Transmutationists college (Creation)  
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* 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.
 
'''Default:''' You are part of the Battlemages college, gaining the [[Incanter/Specializations#Destruction|Destruction]] specialization.

Revision as of 13:47, 25 August 2019

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.

Note: You use Intelligence as your casting ability modifier.

Spell Pool

An 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: You are part of the Battlemages college, gaining the Destruction specialization.


School


Intense Magic (Su)

Whenever you create a destructive blast that deals hit point damage, add 1/2 your incanter level to the damage dealt (minimum: +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast.

At 20th level, whenever you create a destructive blast you can roll twice to penetrate a creature’s spell resistance and take the better result.

Movement Burst (Sp)

As a swift action, you may project a burst of energy, using it to propel youself forward. You move 20 ft in a straight line in any direction you desire. This movement provokes attacks of opportunity as normal. This distance increases by 5 ft for every 2 incanter levels you possess. You may use this ability a number of times per day equal to 3 + your casting ability modifier.

Elemental Wall (Sp)

At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your incanter level. These rounds do not need to be consecutive. This wall can be either a wall up to 20 ft long/level or a ring of fire with a radius of up to 5 ft/two levels.

One side of the wall, selected by you, sends forth waves of energy, dealing 2d4 points of any energy type matching a blast type talent you possess (determined by you when the wall is created), to creatures within 10 ft and 1d4 points of damage to those past 10 ft but within 20 ft. The wall deals this damage when it appears and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of damage + 1 point of damage per incanter level (maximum +20) to any creature passing through it.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5 ft length of wall takes 20 points or more of damage by its inverse element (acid for lightning, fire for cold, etc.) that length disappears.



Alternatively: Join the Abjurationists (Protection), Conjurers (Conjuration), Diviners (Divination), Illusionists (Illusion), Mentalists (Mind), Translationists (Telekinesis), Transmutationists (Creation) or Warmages (War) college, gaining the associated Specialization.


Talents

You get the Destruction Sphere with the Explosive Orb and Electric Blast talents.

You also get the Protection Sphere.

Alternatively: Pick up to four different spheres/talents. The Conjuration Sphere, Creation Sphere, Divination Sphere, Illusion Sphere, Mind Sphere, Protection Sphere Telekinesis Sphere and War Sphere are freely available. You can pick one sphere out of the rare Alteration Sphere, Enhancement Sphere, Fate Sphere, Life Sphere, Light Sphere, Nature Sphere or Weather Sphere.


Feats

You get the Cantrips and Counterspell feats, ignoring the prerequisites for Counterspell.

Alternatively: Pick another feat instead of Cantrips.

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.