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Jan 20th, 2020
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  1. Hedge Wizard
  2.  
  3. BAB Factor: ½
  4. HD Type: D4
  5. SP/Lev: 2
  6. Class Skills: Concentration(CON), Craft: *(INT), Decipher Script(INT), Knowledge: *(INT), Profession: *(WIS), Spellcraft(INT)
  7. Proficiency: club, dagger, heavy crossbow, light crossbow, quarterstaff
  8. Note: Hedge wizards aren't proficient with armor or shields. Even if they learn to be proficient, armor and shields interfere with a hedge wizard's movements, which can cause their spells with somatic components to fail.
  9.  
  10. Spells, Bonus Languages
  11. 1st Feat Slot
  12. 2nd School Specialization
  13. 3rd Raise The Roof
  14. 4th Feat Slot
  15. 8th Feat Slot
  16. 12th Feat Slot
  17. 16th Feat Slot
  18. 20th Feat Slot
  19.  
  20. Spells: A hedge wizard casts prepared arcane spells, based on INT. Their class spell list is the Sorcerer/Wizard spell list, including "wizard only" spells, but only up to 3rd spell level. Their spells/day are given below. Note that they get spell slots above 3rd level — these are for spells augmented by metamagic.
  21. Unlike a bard or sorcerer, a hedge wizard can know any number of spells. They must choose and prepare their spells ahead of time by spending 1 hour studying their spellbook, after getting a good night's sleep. While studying, the hedge wizard decides which spells to prepare.
  22.  
  23. Bonus Languages: Add Draconic to a hedge wizard's list of bonus languages.
  24.  
  25. Feat Slot: At the indicated levels, a hedge wizard gains a feat slot. Each slot can take any item creation feat, any metamagic feat, any mystic feat, or Spell Mastery, all subject to prereqs as normal.
  26.  
  27. School Specialization: At 2nd level, a hedge wizard chooses whether to study as a generalist or a school specialist, and if specialist, which school. This choice is irrevocable once made. Normally, only six of the eight schools of magic are available to specialize in: Abjuration, Divination, Enchantment, Evocation, Illusion, Necromancy. In addition, the "false school" of Universal isn't available to specialize in.
  28. A generalist hedge wizard uses these rules unmodified. A specialist hedge wizard has +1 caster level for spells in their chosen school, but -1 caster level for spells in any other school — except the "false school" of Universal. Specialist hedge wizards cast Universal spells with unmodified caster level.
  29.  
  30. Raise The Roof: Starting at 3rd level, caster level caps on spells don't apply to Hedge Wizard spells. For example, the damage of Burning Hands is 1D4 per caster level, max 5th; however, a 7th-level hedge wizard deals 7D4 damage with Burning Hands.
  31.  
  32. Hedge Wizard Spells/Day By Level
  33. Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  34. 1st 3 1 —— —— —— —— —— —— —— ——
  35. 2nd 4 2 —— —— —— —— —— —— —— ——
  36. 3rd 4 2 1 —— —— —— —— —— —— ——
  37. 4th 4 3 2 —— —— —— —— —— —— ——
  38. 5th 4 3 2 1 —— —— —— —— —— ——
  39. 6th 4 3 3 2 —— —— —— —— —— ——
  40. 7th 4 4 3 2 1 —— —— —— —— ——
  41. 8th 4 4 3 3 2 —— —— —— —— ——
  42. 9th 4 4 4 3 2 1 —— —— —— ——
  43. 10th 4 4 4 3 3 2 —— —— —— ——
  44. 11th 4 4 4 4 3 2 1 —— —— ——
  45. 12th 4 4 4 4 3 3 2 —— —— ——
  46. 13th 4 4 4 4 4 3 2 1 —— ——
  47. 14th 4 4 4 4 4 3 3 2 —— ——
  48. 15th 4 4 4 4 4 4 3 2 1 ——
  49. 16th 4 4 4 4 4 4 3 3 2 ——
  50. 17th 4 4 4 4 4 4 4 3 2 1
  51. 18th 4 4 4 4 4 4 4 3 3 2
  52. 19th 4 4 4 4 4 4 4 4 3 3
  53. 20th 4 4 4 4 4 4 4 4 4 4
  54.  
  55.  
  56.  
  57. Mystic Feats
  58.  
  59. Arcane In Armor [MYSTIC]
  60. Benefit: You ignore the first 5% in arcane spell fail chance from armor and/or shields.
  61.  
  62. Arcane In Armor II [MYSTIC]
  63. Prereq: Arcane In Armor
  64. Benefit: Increase Arcane In Armor to 10%.
  65.  
  66. Arcane In Armor III [MYSTIC]
  67. Prereq: Arcane In Armor II (Arcane In Armor)
  68. Benefit: Increase Arcane In Armor to 20%.
  69.  
  70. Aura Of Protection <Levelled> «Abjuration» [MYSTIC]
  71. Benefit: [Level] times per day, with a touch, you can bestow a protective aura that shields against magical attacks. The aura has a duration of 25 hours, but is usually expended before then. Each subject can only have one Aura Of Protection at a time.
  72. When a magical effect that can inflict a negative condition would affect the subject, the effect is instead dispelled, and the aura is expended.
  73.  
  74. Conjuration Specialization «Conjuration» [MYSTIC]
  75. Prereq: spellcasting class that offers School Specialization
  76. Benefit: Add Conjuration to the list of schools you can specialize in.
  77.  
  78. Divine Enchantment <Split> «Enchantment» [MYSTIC]
  79. Prereq: spellcasting class that offers School Specialization
  80. Split: Choose a Cleric or Druid spell, of a level you can cast.
  81. Benefit: The chosen spell also appears on your spell list, as a Enchantment spell.
  82.  
  83. Drain Resistance <Levelled> «Necromancy» [MYSTIC]
  84. Benefit: +[4 × Level] untyped bonus on all saves vs ability damage, ability drain, energy drain.
  85.  
  86. Energy Affinity <Split> «Evocation» [MYSTIC]
  87. Prereq: caster level 1st
  88. Split: Choose an energy type: acid, cold, electricity, fire, or sonic.
  89. Benefit: +1 caster level for purposes of spells of the chosen energy type.
  90.  
  91. Energy Resistance Resistance <Levelled> «Evocation» [MYSTIC]
  92. Your energy damage spells can ignore some or all of a target's Energy Resistance.
  93. Prereq: caster level 1st
  94. Benefit: [Feat Level] times per day, you can modify a spell as you cast it to resist Energy Resistance itself. Against that spell, any target's ER is reduced by [10 × Level]. Normally, the minimum is 0; however, if the target has any DR/——, then the minimum is their amount of that DR. If the target has DR/—— equal to or greater than their ER, then their ER can't be affected by Energy Resistance Resistance.
  95. Note: This has no effect on /immunity/ to an energy damage type, nor on targets that don't have ER vs the spell's energy type.
  96.  
  97. Hollow Heart <Levelled> «Necromancy» [MYSTIC]
  98. Prereq: 3 levels of «Necromancy» feats
  99. Max Level: 5
  100. Benefit: You gain resistance to critical hits, as the Fortification armor special abilities. The amount depends on the feat level:
  101. Feat Level 1 2 3 4 5
  102. Fortification 25% 50% 75% 90% 100%
  103.  
  104. Metabolic Isolation <Levelled> «Necromancy» [MYSTIC]
  105. Benefit: +[2 × Level] untyped bonus on all saves vs sleep, stun, paralysis, poison, disease.
  106.  
  107. Skeletal Minion «Necromancy» [MYSTIC]
  108. Benefit: With a ceremony that takes 24 hours and uses up materials worth 100gp, you can obtain an undead minion(a human warrior skeleton, or equivalent with the GM's permission). This creature is a loyal servant that follows your commands, and accompanies you on adventures if desired. Its destruction causes you no ill effects, and you can replace it by performing the ceremony again. Your caster level for this is equal to your HD.
  109. At 1st caster level, the skeleton is completely typical, but it gains power as you level up. Its HD equals your caster level. It gains an untyped bonus to its natural armor bonus equal to half your caster level. It gains an untyped bonus to its STR and DEX scores equal to one-third of your caster level.
  110.  
  111. Spontaneous Dispelling «Abjuration» [MYSTIC]
  112. Prereq: caster level 1st
  113. Benefit: You can spontaneously cast the spell Dispel Magic. This ability is similar to the cleric's ability to spontaneously cast Cure spells, with a few exceptions. You can spend a 3rd-level prepared spell or unused spell slot, or any combination adding up to 3 levels. (Cantrips count as ½ level each.) You can spend more levels to spont Dispel Magic more powerfully, but only up to a spell level of half your caster level, round up. You can apply metamagic you know as normal within this limit.
  114. You can use this in conjunction with a readied action to use dispel magic as a counterspell.
  115.  
  116. Summon Familiar «Conjuration» [MYSTIC]
  117. Benefit: `
  118.  
  119. Transmutation Specialization «Transmutation» [MYSTIC]
  120. Prereq: spellcasting class that offers School Specialization
  121. Benefit: Add Transmutation to the list of schools you can specialize in.
  122.  
  123. Undead Apotheosis «Necromancy» [MYSTIC]
  124. Prereq: Metabolic Isolation 2 levels, Drain Resistance, Hollow Heart
  125. Benefit: Your creature type changes to Undead. (You keep all relevant subtypes.) You lose the traits of your old type and gain the traits of the Undead type. This doesn't affect the features of your existing levels, although you can take Undead levels henceforth, if for some reason you want to.
  126. If you don't have an entry describing weapons and armor, then your entry has none.
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