d20 Misfit Studios The Core Specialist Wizard - The Abjurer.pdf

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Author: Steven Trustrum
Illustrators: Gary Dupuis, Steven Trustrum
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Table 1: New Feats
Table 1: New Feats
Feat
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with the class names, are declared Open Game Content. All
items subject to the defi nition of Product Identity (see previ-
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Declaration of Open Game Content
Prerequisites
Abjurer’s Counterspell *
1 level of abjurer, Int 12
Extraplanar Exorcist *
4 levels of abjurer, Charisma
12
Favored Defense
Base Refl ex Save +1
Forbidden Lore *
1 level of any specialist wiz-
ard class, Int 12
Improved Wizard’s Dodge *
5 levels of abjurer,
Concentration 8 ranks, Int
12
Copyright 2005, Misfi t Studios. All rights reserved. Some
images © 2003 V Shane. Some artwork from Fantasy Filler
Art copyright Rick Hershey, All rights reserved.
Mental Wall (Type)
Iron Will
Refl exive Counterspell *
Abjurer’s
Counterspell,
3
levels of abjurer, Int 12
The abjurer specialist wizard has been transformed into
its own 20-level base class. The standard wizard found in
the PHB remains the typical, universal wizard base class.
Sorcerous Resistance (Type)
*
1 level of abjurer, Int 12
Specialist Familiar *
4 levels of any single special-
ist wizard class, Charisma
14+
Specialists and Multi-Classing
Specialists and Multi-Classing
Specialists cannot multi-class with other specialist wizard
classes of schools prohibited by any current specialist wiz-
ard classes. Furthermore, if the character later multi-classes
into any other spellcasting classes, be they divine or arcane
in nature, spells from prohibited schools remain beyond the
character’s ability to learn.
Wizard’s Dodge *
1 level of abjurer,
Concentration 4 ranks
* This is a Specialist feat
Abjurer’s Counterspell (Specialist)
Abjurer’s Counterspell (Specialist)
You are able to extend your knowledge of defensive
magic into counterspelling.
<H1>New Feats
Along with the new feats to be found in this section, also
introduced is an entirely new category of feats. Specialist
feats are only available to specialist wizards, and most only
to a specifi c type of specialist.
Prerequisites: 1 level of abjurer, Int 12
Benefi ts: When counterspelling, you may use any abju-
ration spell that is of the same spell level or higher than the
target spell.
Normal: Without this feat, you may counter a spell only
with the same spell or with a spell specifi cally designated as
countering the target spell.
xtraplanar Exorcist (Specialist)
xtraplanar Exorcist (Specialist)
You excel at pitting your will against other creatures for
the sake
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Prerequisites: 4 levels of abjurer, Charisma 12
Int 12
Benefi ts: You gain add your Charisma bonus to your
caster level for the sake of determining the saving throw DC
against which the extraplanar creature must save against in
the case of planar exorcism-type spells such as dismissal and
banishment .
Benefi ts: As a full-round action, this feat allows you to
prepare a spell to automatically perform a counterspell at
a later time. Select a spell to be used as the counterspell―an
abjuration spell benefi ting from the Abjurer’s Counterspell
feat will obviously be most effective considering the unlike-
lihood of choosing the appropriate specifi c spell in advance.
Using this feat means the selected spell is considered cast
for the sake of how many remaining spells may be cast for
the day once the feat is applied and once the spellcaster re-
memorizes spells the refl exive counterspell is lost and must
be prepared anew, if so desired.
Favored Defense (General)
Favored Defense (General)
You defend with greater skill against a particular type
of attack.
Prerequisite: Base Refl ex Save +1
Benefi ts: Choose either slashing, bludgeoning or pierc-
ing as an attack type against which you possess a superior
defense. Against that attack type you gain a +1 bonus to
your Armor Class.
A refl exive counterspell’s spell level can be no higher
than twice the spellcaster’s Int bonus.
Any time the caster wishes to perform a counterspell,
he makes a Refl ex save against the save DC of the spell to
be countered (calculate the DC normally if the spell doesn’t
usually have a save DC.) If this saving throw succeeds, the
spellcaster may use the refl exive counterspell as a free action
at any time, even out of his normal place in the initiative or-
der. Failure means the counterspell was not released in time
and is wasted. The refl exive counterspell can even be used
if the spellcaster is caught fl at-footed, although doing so im-
poses a −2 penalty to his Refl ex save to counterspell.
A condition that makes you lose your Dexterity bonus to
Armor Class (if any) also makes you lose this bonus.
Special: You may take this feat multiple times, but the
second feat requires Base Refl ex Save +4 while the third re-
quires +9.
Forbidden Lore (Specialist)
Forbidden Lore (Specialist)
You know a spell that you, as a specialist, should not.
Normal: Performing a counterspell requires casting the
same spell as that which is to be countered using a readied
action.
Prerequisites: 1 level of any specialist wizard class, Int
12+
Benefi ts: You can learn one spell of your prohibited mag-
ic school, to a maximum spell level equal to your Intelligence
bonus.
Special: This feat may be taken multiple times, with each
additional instance allowing for another counterspell to be
prepared ahead of time.
Improved Wizard’s Dodge (Specialist)
Improved Wizard’s Dodge (Specialist)
You are able to split your attention while utilizing your
spell energy for defense.
Sorcerous Resistance (Type) (Specialist)
Sorcerous Resistance (Type) (Specialist)
You gain a measure of resistance against a particular
type of energy.
Prerequisites: 5 levels of abjurer, Concentration 8 ranks,
Int 12+
Prerequisites: 1 level of abjurer, Int 12
Benefi ts: Select an energy type (acid, cold, electricity, fi re,
etc.) Against that chosen energy you gain energy resistance 1.
This feat’s benefi ts compound with any other sources of the
same type of energy resistance .
Benefi ts: This feat allows you to split the bonus granted
by the Wizard’s Dodge feat amongst different opponents as
you see fi t, with limitations. You can only apply portions of
this dodge bonus to as many opponents as you have points
of Int bonus.
This is considered a supernatural ability.
Mental Wall (Type) (General)
Mental Wall (Type) (General)
You are better able to resist
Prerequisites: Iron Will
Special: You may take this feat multiple times, choosing
to apply each new instance to a different form of energy or
compounding it with an existing form of energy resistance.
In the latter case, each additional point of resistance against
the same form of energy acquired from this feat doubles the
next increment’s abjurer and Intelligence bonus prerequi-
sites. For example, increasing Sorcerous Resistance (acid)
1 to Sorcerous Resistance (acid) 2 would have a prerequi-
site of 3 levels of abjurer and Intelligence 14 for the second
instance of the feat. Raising this to Sorcerous Resistance
(acid) 3 would have a prerequisite of 6 levels of abjurer and
Intelligence 18.
Benefi ts: You gain a +4 competence bonus against either
Charm or Compulsion effects, as selected when this feat is
fi rst chosen
Special: This feat may be selected more than once, allow-
ing to select the option (Charm or Compulsion) that was not
selected the fi rst time.
Reflexive Counterspell (Specialist)
Reflexive Counterspell (Specialist)
You are able to automatically counterspell.
Prerequisites: Abjurer’s Counterspell, 3 levels of abjurer,
2
dane defense. Others also consider healing to be a part of
protecting life, and so they devotedly pursue its study.
Specialist Familiar (Specialist)
Specialist Familiar (Specialist)
Your familiar is altered into a creature more suited to
your specialty.
Prerequisites: 4 levels of any single specialist wizard
class, Charisma 14+
Characteristics
An abjurer’s strength rests in his ability to keep himself
and his companions alive by focusing on defense. Like a
wizard, he learns new spells with experience and can learn
them from other arcane spellcasters who rely upon spell-
books. Naturally prone to defense, abjurers are rarely ag-
gressive, instead leaning towards reaction over proactive
behavior unless the latter deals with preparing protective
contingencies.
Alignment
Benefi ts: Your familiar gains the following abilities, as
befi tting your specialty wizard class:
Abjurer : +2 natural armor class bonus
Wizard’s Dodge (Specialist)
Wizard’s Dodge (Specialist)
You may utilize spell energy to assist in getting out of the
way of incoming attacks.
More so than a standard wizard, abjurers lean towards
Law because order is normally more conducive to protect-
ing something.
Prerequisites: 1 level of abjurer, Concentration 4 ranks
Benefi ts: During your action, you designate an opponent
against which you shall receive the benefi ts of this feat. As a
free action, you then sacrifi ce a memorized level 1 or higher
spell to gain a Dodge bonus equal to that spell level. This
feat is otherwise subject to the same conditions as the Dodge
feat.
Religion
A typical abjurer of faith will follow a deity of healing,
protection, guardianship or the like. Especially popular
amongst non-human races are gods that look out for their
people’s welfare―most likely as the head of their pantheon.
Background
You can use this feat in cooperation with other sources of
a Dodge bonus, such as the Dodge feat.
Abjurers tend to get along well with others because they
shy from instigating confrontation. Although they don’t nor-
mally intervene as directly as other classic protector types,
such as fi ghters, clerics and paladins, abjurers are as dedi-
cated to guardianship over those who it need as are any of
the former. As such, while abjurers belonging to the largest
city guilds may still choose to look down their nose at their
rustic brethren, there remains a bond of a shared devotion
that brings them together in a sense of camaraderie.
The Abjurer Core Class
To the abjurer, the best offense begins with a solid de-
fense. Taking the fi ght to one’s enemy requires surviving
long enough to do so, and that means raising arcane mea-
sures to block incoming attacks, spells and infl uences, not
to mention ridding one’s foe of his summoned assets. This
is why abjurers specialize in spells that protect, block, or
banish.
Adventures
The Abjurer Core Class
Races
The halfl ing’s strong sense of communal re-
sponsibility makes them naturally inclined to
become abjurers. Other races with a strong
sense of social responsibility or fi nd them-
selves besieged or dwindling in number also
tend to have a comparatively high number
of abjurers amongst their kind.
As befi ts their special-
ization, an abjurer goes
about adventuring with the
utmost caution and prepa-
ration with regards to the
defense of their person and
that of their companions.
They examine the situation
and likely events to come
and ready themselves accord-
ingly so that they may meet
these challenges as best their
skills and spells will allow.
Elves and dwarves will often employ
abjurers in their military to protect key
individuals or positions, overlapping
the specialist wizards’ strength for
defense with another spellcaster’s of-
fensive capabilities. Such strategies
are vital to match the overwhelm-
ing humanoid hordes the elves and
dwarves typically fi nd themselves
facing off against.
Other Classes
Like wizards, abjurers seek
knowledge during the course
of their journeys, although their
quest is not restricted to magic alone.
Many abjurers extend their pursuit
of protection to worldly studies, such
as fortifi cation engineering, armor
crafting, and other forms of mun-
Abjurers prefer to work
alongside other protectors, es-
pecially good-aligned clerics
and paladins. The shared incli-
nation to protect means there
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is a greater chance of everyone understanding each other’s
intentions, whereas rogues, fi ghters and barbarians are per-
haps less likely to come to terms with a spellcaster whose
fi rst inclination in a fi ght is to do something other than blast
the enemy with waves of fi reballs.
Class Skills
Class Skills
The abjurer’s class skills (and the key ability for each
skill) are Concentration (Con), Craft (Int), Decipher Script
(Int), Heal (Wis), Knowledge (architecture) (Int), Knowledge
(any, taken individually) (Int), Profession (Wis), Spellcraft
(Int) and Spot (Wis.)
Role
The abjurer’s focus on defensive and reactionary spells
makes them the ideal person to prepare the rest of the group
before a battle. Whether building a companions resistance to
offensive magic or other attacks, or emplacing barriers from
behind which archers and the like can rain out death, an ab-
jurer is best employed by working with and supplementing
the strengths of his companions.
Skill Points at 1st Level: (2 + Int modifi er) x4.
Skill Points at Each Additional Level: 2 + Int modifi er.
Class Features
Class Features
All of the following are class features of the abjurer.
<H3>Weapon and Armor Profi ciency
Game Rule Information
Game Rule Information
Abjurers have the following game statistics.
Abjurers are profi cient with the club, dagger, short sword,
heavy crossbow, light crossbow, and quarterstaff, light and
medium armor, and the buckler shield. Armor of any type
interferes with a abjurer’s movements, however, which can
cause his spells with somatic components to fail.
Abilities: As with wizards, Intelligence determines the
strength of an abjurer’s spells, how many he can cast, and
how diffi cult it is to resist those spells’ effects. An abjurer’s
ability to wear heavier armor than is normal for most arcane
spellcasters makes Dexterity less important, allowing for a
focus on other Abilities.
Alignment: Any.
<H3>Abjuration Specialization
An abjurer gains a +2 bonus on Spellcraft checks to learn
abjuration spells. At this time, he must also give up two oth-
er schools of magic, which become his prohibited schools.
An abjurer can never give up divination to fulfi ll this re-
quirement.
Hit Die: d4.
Table 2: The Abjurer
——–—————— Spells per Day——–——————
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Level
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+2
+0
+0
Cipher, summon familiar
3 1 ————————
2nd
+1
+3
+0
+0
Bonus spell
4 2 ————————
3rd
+1
+3
+1
+1
Improved abjuration (+1)
4
2
1
———————
4th
+2
+4
+1
+1
4
3
2
———————
5th
+2
+4
+1
+1
Reduced spell failure
4
3
2
1
——————
6th
+3
+5
+2
+2
Bonus spell
4
3
3
2
——————
7th
+3
+5
+2
+2
Wizard’s Dodge
4
4
3
2
1
—————
8th
+4
+6
+2
+2
Bonus spell
4
4
3
3
2
—————
9th
+4
+6
+3
+3
Improved abjuration (+2)
4
4
4
3
2
1
————
10th
+5
+7
+3
+3
Bonus feat
4
4
4
3
3
2
————
+3
4
4
4
4
3
2
1
———
11th
+5
+7
+3
Bonus spell
12th
+6/+1
+8
+4
+4
4
4
4
4
3
3
2
———
13th
+6/+1
+8
+4
+4
Bonus spell
4
4
4
4
4
3
2
1
——
4
4
4
4
4
3
3
2
——
14th
+7/+2
+9
+4
+4
Wise counterspell
15th
+7/+2
+9
+5
+5
Bonus spell
4
4
4
4
4
4
3
2
1
16th
+8/+3
+10
+5
+5
4
4
4
4
4
4
3
3
2
4
4
4
4
4
4
4
3
2
1
17th
+8/+3
+10
+5
+5
Bonus spell
18th
+9/+4
+11
+6
+6
Improved abjuration (+3)
4
4
4
4
4
4
4
3
3
2
19th
+9/+4
+11
+6
+6
Bonus spell
4
4
4
4
4
4
4
4
3
3
+6
4
4
4
4
4
4
4
4
4
4
20th
+10/+5
+12
+6
Bonus feat
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Spells of the prohibited school or schools are not avail-
able to the abjurer, and he can’t even cast such spells from
scrolls or fi re them from wands. He may not change his pro-
hibited schools later.
already has this feat, he gains Improved Wizard’s Dodge
without having to meet its prerequisites.
Bonus Feats
Bonus Feats
At 10th and 20th level, an abjurer gains a bonus feat.
At each such opportunity, he can choose a metamagic feat,
an item creation feat, a specialist feat, or Great Fortitude,
Improved Counterspell, Iron Will, Spell Focus (abjuration),
Spell Mastery or Toughness. The abjurer must still meet all
prerequisites for a bonus feat, including caster level mini-
mums.
Spells
Spells
An abjurer casts arcane spells that are drawn from the
sorcerer/wizard spell list. An abjurer must choose and pre-
pare his spells ahead of time (see below.)
To learn, prepare, or cast a spell, the abjurer must have
an Intelligence score equal to at least 10 + the spell level. The
Diffi culty Class for a saving throw against an abjurer’s spell
is 10 + the spell level + the abjurer’s Intelligence modifi er.
These bonus feats are in addition to the feat that a charac-
ter of any class gets from advancing levels. The abjurer is not
limited to the categories of item creation feats, metamagic
feats, or Spell Mastery when choosing these feats.
Like other spellcasters, an abjurer can cast only a certain
number of spells of each spell level per day. His base daily
spell allotment is given on Table 2: The Abjurer . In addition,
he receives bonus spells per day if he has a high Intelligence
score, as does a wizard.
Unlike a bard or sorcerer, an abjurer may know any num-
ber of spells. He must choose and prepare his spells ahead
of time by getting a good night’s sleep and spending 1 hour
studying his spellbook. While studying, the abjurer decides
which spells to prepare.
Bonus Spell
Bonus Spell
At levels 2, 6, 8, 11, 13, 15, 17 and 19 the character selects
a spell level that he is able to cast and he gains an additional
abjuration spell per day of that level. This ability can be ap-
plied to spell levels that have previously benefi ted from in-
stance of Bonus Spell. The spell level selection can vary with
each new memorization of spells.
Wise Counterspell (Ex)
Wise Counterspell (Ex)
A 14th-level abjurer adds his Wis modifi er, if greater
than +0, to a counterspell Spellcraft check.
Bonus Languages
Bonus Languages
An abjurer may substitute Draconic for one of the bonus
languages available to the character because of his race.
Spellbooks
Spellbooks
An abjurer must study his spellbook each day to prepare
his spells. He cannot prepare any spell not recorded in his
spellbook, except for resistance and read magic , which all ab-
jurers can prepare from memory.
An abjurer begins play with a spellbook containing
all 0-level wizard spells (except those from his prohibited
schools), plus three 1st-level spells of your choice. For each
point of Intelligence bonus the abjurer has, the spellbook
holds one additional 1st-level spell of your choice. At each
new abjurer level, he gains two new spells of any spell level
or levels that he can cast (based on his new abjurer level) for
his spellbook. At any time, an abjurer can also add spells
found in other wizard’s spellbooks to his own.
Cipher (Ex)
Cipher (Ex)
An abjurer’s spellbook is written in an improved cipher
that requires doubles the spell’s level for the sake of the de-
ciphering Spellcraft check; consider 0-level spells to be fi rst
level. If read magic is used on the abjurer’s spellbook, instead
of automatically deciphering the text a (DC 10 + spell level)
Spellcraft check must still be made.
Summon Familiar
Summon Familiar
An abjurer can obtain a familiar in exactly the same man-
ner as a sorcerer can. See the sorcerer description and the
information on Familiars in the PHB for details.
Improved Abjuration (Su)
Improved Abjuration (Su)
At 3rd level, increase the character’s effective caster level
by +1 for the sake of dispelling effects and spell resistance
working against the abjurer’s spells. Both bonuses only ap-
ply to abjuration spells.
The Arcane Guardian PrC
While abjurers as a rule specialize in the art of defense,
arcane guardians move beyond even that. Abjuration spells
not only become much easier to cast as the arcane guardian’s
experience grows, but many also become more effective. To
top it off, arcane guardians also begin to develop innate,
widely applicable supernatural resistances.
The Arcane Guardian PrC
This bonus increases to +2 upon reaching level 9, and
again to +3 at level 18.
<H3>Reduced Spell Failure (Ex)
5th-level abjurers reduce the chance of Spell Failure while
wearing armor by (abjurer level + Int bonus), to a minimum
of 1%.
Hit Die: d4.
Requirements
<H3>Wizard’s Dodge (Su)
To qualify to become an arcane guardian, a character
must fulfi ll all the following criteria.
At 7th level, an abjurer gains Dodge as a bonus feat with-
out having to meet its normal prerequisites. If the character
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