Guild Wizard
From Titan's Teeth
Main > > Archetypes > Guild Wizard |
Hit Die: d6
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:
- Conjuration Sphere
- Creation Sphere
- Destruction Sphere
- Divination Sphere
- Illusion Sphere
- Mind Sphere
- Protection Sphere
- Telekinesis Sphere
- War Sphere
The following spheres are rare, and not commonly used by Guild Wizards:
- Alteration Sphere
- Enhancement Sphere
- Fate Sphere (with the Reverberations and Tongue of Ages drawbacks)
- Life Sphere
- Light Sphere
- Nature Sphere
- Weather Sphere
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.