Wizard
These shrewd magic users seek, collect, and covet knowledge, drawing on mystical arts to work wonders beyond the abilities of mere mortals. Wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire. Wizards also study to prepare for any manner of danger. They are all masters of the impossible and can aid their allies in overcoming any danger.
Basic Stats
HP @ level 1 = 6 + CON Bonus
HP per level gained = 4 + CON Bonus
Skill Ranks per level = 4 + INT Bonus
HP per level gained = 4 + CON Bonus
Skill Ranks per level = 4 + INT Bonus
Weapon & Armor Proficiency = Clubs, daggers, heavy and light crossbows, and staves.
Class Skills: (+3 to these skills) Appraise, Craft, Knowledge (All), Linguistics, Profession, Spellcraft
Combat Abilities: Disarm, Trip, Bull Rush, Grapple, Unarmed Strike, Shield Bash.
Class Skills: (+3 to these skills) Appraise, Craft, Knowledge (All), Linguistics, Profession, Spellcraft
Combat Abilities: Disarm, Trip, Bull Rush, Grapple, Unarmed Strike, Shield Bash.
Class Abilities
Feats (@ lvl 1): +1 feat at every odd level, plus a bonus Metamagic Spell Feat or Item Creation Feat at every 5th level (5, 10, 15, 20).
Spells (@ lvl 1): A wizard must prepare his spells ahead of time by getting 8 hours of sleep before his spells are ready to be used. If INT >17, then +1 spells, if INT >23, then +2 spells (Applies only Spells cast per day)
WARNING!!! Casting a spell normally (standard action) but with a Metamagic effect takes a FULL ROUND action. Anything taking longer than a standard action would take 1 extra turn to fully cast (i.e. summons, calling down elemental forces, etc. would take 2 rounds if you put a Metamagic effect on them.)
Spells (@ lvl 1): A wizard must prepare his spells ahead of time by getting 8 hours of sleep before his spells are ready to be used. If INT >17, then +1 spells, if INT >23, then +2 spells (Applies only Spells cast per day)
WARNING!!! Casting a spell normally (standard action) but with a Metamagic effect takes a FULL ROUND action. Anything taking longer than a standard action would take 1 extra turn to fully cast (i.e. summons, calling down elemental forces, etc. would take 2 rounds if you put a Metamagic effect on them.)
Starting Spells: A Wizard begins with a spellbook containing ALL 0-level spells plus 3 1st-level spells of his/her choice. The Wizard also selects a number of additional 1st-level spells equal to his INT Bonus.
At each new Wizard level, he/she gains 2 new spells of any spell level or levels that he/she can cast. At any time, a Wizard can also add spells found from scrolls & spellbooks he/she finds during his/her adventures. Arcane Bond (@ lvl 1): The Wizard picks an object (amulet, ring, staff, wand, or weapon) and starts with it for free. This bonded object (if a weapon) is always of Masterwork Quality (+1 attack). It must be held in the Wizard’s hand otherwise he/she must make a concentration check or lose a spell being cast.
The bonded object can be used 1x/day to cast any one spell that the Wizard has in his/her spellbook, even if it is not a prepared spell. The spell cannot be enhanced or modified. If the bonded object is destroyed/damaged, it can be replaced at 200gp per Wizard level + 300gp (Masterwork Quality cost). A Wizard can switch bonded objects, but it costs the same as if replacing a destroyed/damaged one. Hand of the Apprentice (@ lvl 1): The Wizard is able to make his/her melee weapon fly from his/her grasp and strike a foe before instantly returning. As a standard action this can be done at a range of 30 ft (6 sq). Add your INT Bonus to attack and damage instead of using DEX/STR. This ability can be used 3 + INT Bonus times / day.
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Metamagic Mastery (@ lvl 8): The Wizard can use a metamagic version of a spell without sacrificing any higher level spells. This ability can be done 1x/day and increases by 1 every 2 levels (8, 10, 12, 14…20).
To use a +1 metamagic feat on a spell, it will cost 1 use. To use a +2 metamagic feat on a spell, it will cost 2 uses, +3 feats will cost 3 uses, and +4 feats will cost 4 uses of this ability.
You cannot cast a metamagic spell that would be above the highest level spell you are capable of. A 9th level Wizard may not use this ability to cast a spell that a 11th level Wizard is capable of.
WARNING!!! Casting a Metamagic spell (that normally would be a standard action) takes a FULL ROUND action. Anything taking longer than a standard action would take 1 extra turn to fully cast (i.e. summons, calling down elemental forces, etc.
To use a +1 metamagic feat on a spell, it will cost 1 use. To use a +2 metamagic feat on a spell, it will cost 2 uses, +3 feats will cost 3 uses, and +4 feats will cost 4 uses of this ability.
You cannot cast a metamagic spell that would be above the highest level spell you are capable of. A 9th level Wizard may not use this ability to cast a spell that a 11th level Wizard is capable of.
WARNING!!! Casting a Metamagic spell (that normally would be a standard action) takes a FULL ROUND action. Anything taking longer than a standard action would take 1 extra turn to fully cast (i.e. summons, calling down elemental forces, etc.
Familiar (@ lvl 1): A familiar is an animal chosen by a Wizard to aid him/her in the study of magic. It retains many of the abilities it had as a normal animal.
HP: 1/2 of Wizard’s total HP rounded up. Attacks: Uses the Wizard’s base attack bonus. Use the familiar’s DEX or STR Bonus, whichever is greater to calculate the familiar’s melee attack bonus. Save: Uses the Wizards BASE save, plus/minus the familiar’s own bonuses. |
Nat. Armor Bonus (@ lvl 1): The familiar gains this as an armor bonus (does NOT stack from previous levels).
Alertness(@ lvl 1): While the familiar is within 10ft of its master, the master gains the Alertness feat.
Improved Evasion(@ lvl 1): When subjected to an attack that normally allows a REF save for ½ damage, a familiar takes NO damage if successful and only ½ damage even if it fails.
Share Spells(@ lvl 1): A Wizard may cast a spell on a familiar even though the spell states it can only be cast on the Wizard only.
Empathic Link (@ lvl 1): The master can communicate feelings and emotions through the familiar up to 1 mile away and vice versa.
Deliver Touch Spells (@ lvl 3): A familiar can deliver touch spells for him/her. If the master and familiar are in contact at the time the Wizard casts a touch spell, he can choose the familiar as his/her “toucher”. The familiar can then deliver the spell just as the Wizard could. If the Wizard casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master(@ lvl 5): A familiar and Wizard can communicate verbally like normal. Other creatures do NOT understand the communication without magical help.
Speak with Animals of its Kind (@ lvl 7): A familiar can communicate with animals of approximately the same kind as itself. Such communication is limited by the INT of the conversing creature.
Spell Resistance (@ lvl 11): A familiar gains spell resistance equal to the master’s level +5. To affect a familiar with a spell, another spellcaster must get a result of 1d20+caster level) that equals or exceeds the familiar’s spell resistance.
Alertness(@ lvl 1): While the familiar is within 10ft of its master, the master gains the Alertness feat.
Improved Evasion(@ lvl 1): When subjected to an attack that normally allows a REF save for ½ damage, a familiar takes NO damage if successful and only ½ damage even if it fails.
Share Spells(@ lvl 1): A Wizard may cast a spell on a familiar even though the spell states it can only be cast on the Wizard only.
Empathic Link (@ lvl 1): The master can communicate feelings and emotions through the familiar up to 1 mile away and vice versa.
Deliver Touch Spells (@ lvl 3): A familiar can deliver touch spells for him/her. If the master and familiar are in contact at the time the Wizard casts a touch spell, he can choose the familiar as his/her “toucher”. The familiar can then deliver the spell just as the Wizard could. If the Wizard casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master(@ lvl 5): A familiar and Wizard can communicate verbally like normal. Other creatures do NOT understand the communication without magical help.
Speak with Animals of its Kind (@ lvl 7): A familiar can communicate with animals of approximately the same kind as itself. Such communication is limited by the INT of the conversing creature.
Spell Resistance (@ lvl 11): A familiar gains spell resistance equal to the master’s level +5. To affect a familiar with a spell, another spellcaster must get a result of 1d20+caster level) that equals or exceeds the familiar’s spell resistance.
For advanced players, click the button above for more resources on the wizard.
"What rules of combat? I'm just here to troll all the monsters...AND eat some bananas. Heh."
~ James Lu (2014-2015 Dragons) |
Sub-Classes
For those who want a different style of wizard , a class is available. This modifies the basic wizard abilities, giving you some new abilities...but by sacrificing old ones.