The Magician
Hit Point Rate: 5
Class Skills: Concentration, Craft, Diplomacy, Insight, Linguistic, Knowledge (any), Perception, Profession
Skill Points: 2 + Int per level
Level | BAB | Fort | Will | Ref | Class Features |
---|---|---|---|---|---|
1 | -2 | -2 | +2 | 0 | Spellcasting, Specialist, Lesser Archetype Power |
2 | -1 | -1 | +3 | +1 | Scroll Scholar, Lesser Racial Power |
3 | 0 | 0 | +4 | +2 | Moderate Archetype Power |
4 | +1 | +1 | +5 | +3 | Pure Arcana, Moderate Racial Power |
5 | +2 | +2 | +6 | +4 | Counterspell Mastery |
6 | +3 | +3 | +7 | +5 | Capstone SLA, Greater Archetype Power, Greater Racial Power |
Class Features
Proficiencies: The magician is proficient with no armor but with simple weapons. A magician suffers under arcane spell failure and requires one free hand in order to cast spells. Caster weapons and quarterstaves are an exception to this rule and may be held while casting.
Spellcasting: The magician may cast spells from abjuration and four schools of his choice except for necromancy. He may cast cantrips from all schools except necromancy though. A magician prepares and casts spells just like a wizard. He requires eight hours of rest to refresh his spells. His sole casting stat is Intelligence, which dictates both the DC of his spells and his bonus spells. To cast a spell, the magician must have an Intelligence score equal to 10 + the level of spell in question. In addition he may use his 0 level spells at will as spell-like abilities.
Spells per day | ||||
---|---|---|---|---|
Level | 0 | 1 | 2 | 3 |
1st | ∞ | 4 | - | - |
2nd | ∞ | 5 | - | - |
3rd | ∞ | 6 | 3 | - |
4th | ∞ | 6 | 4 | - |
5th | ∞ | 6 | 5 | 3 |
6th | ∞ | 6 | 6 | 4 |
Specialist: You are specialized in your bonus spells and your caster level for these spells increased by 1 and their DC by one. When your archetype is connected to a school of magic you receive that bonus for all spells of that school.
Scroll Scholar: When using scrolls, staffs and wands the magician may choose to use his own saving DCs and caster level.
While preparing spells the magician can temporarily add charges to a wand. To do so the magician leaves a spell slot unallocated with a spell level equal to the one the wand can cast and the wand receives two temporary charges or three when the spell of the wand is contains the a spell of the magicians specialty, which are lost once the wizard prepares his spells again. This ability only works with spells the magician has on his available spell schools.
Finally, magicians can use scrolls, staffs and wands from any spell school not only the ones they have chosen as their schools.
Pure Arcana: The magician gains an untyped +2 bonus to Knowledge (arcana) and on caster level checks versus spell resistance or dispel checks.
In addition, the duration of all the magicians spells is increased by one step. From 1 turn (per level), to one minute (per level), to 10 minutes (per level) to 1 hour (per level). Spells that do not fall in these duration move up to the next longer duration. The spells lose effect once you reprepare your spell slots.
Counterspell Mastery: The magician receives multiple bonuses when dispelling:
Muting Counterspells: If a magician successfully counters a spell, the caster of the countered spell may not cast spells for one round unless he succeeds a caster level check versus 10 + the magicians caster level. Borrowing Counterspelling: If a magician uses dispel magic on a summon, he may choose to overtake control of the summoned creature for 1 turn per level. To do so, he has to succeed on a dispel check versus the summoner. Stealing Counterspelling: If dispelling a single beneficial spell with a duration, he can choose to gain its benefits for up to 1 turn per level. If the spells duration would normally wear off earlier, it still does.
Capstone SLA: The magician gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is based on his Intelligence modifier.
Feats: Academic Knowledge, Bolstered Enchantments, Capstone Specialization, Capstone Spell Specialization, Superior Wand Usage
Archetypes
Archmage
Bonus Spells: An archmage learns two spells of his choice EVERY level. The chosen spells must be on his list.
Capstone SLA: Break Enchantment.
Lesser Archetype Power: An Archmage gains the ability to casts wizard spells from one additional school of his choice except the necromancy school. He learns another school every odd level.
The Archemage counts as being one level higher to determine their spellcasting ability, e.g., they learn second level spells at level 2. At the sixth level, they gain an additional spell in every level up to the fourth.
Moderate Archetype Power: An Archmage gains any one meta magic or item creation feat, he qualifies for. He may switch this feat once every 24 hours.
Greater Archetype Power: An Archemage receives a +2 bonus on opposed caster level checks.
Feats: None.
Argent Savant
Bonus Spells:
- 1: Magic Missile, Shield
- 2: Battering Ram (MoF), Scourge of Force (CoR)
- 3: Many Jaws, Halt
- Capstone SLA:Wall of Force
Lesser Archetype Power: An Argent Savant has an always active mage hand as the 0 level spell, but the effective strength of the hand is the Argent Savants intelligence and its size is small and thus might be able to lift items with a higher weight than 5 pounds. Concentrating on that mage hand is a free action and does not break when taking damage. The argent savant may attack with this mage hand using the normal rules for fighting with a one handed weapon in melee. Only one hand at a time can be used that way.
Once per turn as a swift action when casting a force spell, the Argent Savant may choose a specific direction. When an any opponent fails a fortitude save the Argent Savant pushes the opponent by 1.5m per spell level in the specified direction. This movement does not provoke attacks of opportunity. Special: When you improve a spell that already pushes your opponent, the distance is added and targets that fail their saving throw provoke an attack of opportunity.
Moderate Archetype Power: An Argent Savant gains +4 bonus on attack rolls using mage hand and force spells. They deal two additional points per dice with force spells.
Furthermore, any strength score of a spell can be substituted by the Argent Savants intelligence modifier.
Greater Archetype Power: The Argent Savant may cast first level force spells as a move action.
Protective force spells, which give bonus to armor class share the enchantment bonus of a spellcasting item with the matching spell school.
Feats: Force Bull
Chronomancer
Bonus Spells:
- 1: Deja Vu (arcane version of the psionic power); Haste, Swift; Senescence
- 2: Lesser Celerity (PHBII), Nerveskitter (SpC)
- 3: Haste, Time Hop (arcane version of the psionic power),
- Capstone SLA: Greater Mirror Image (PHBII) or Celerity (PHBII)
Lesser Archetype Power: A chronomancer may perform initiative using his intelligence modifier instead of the dexterity modifier.
Additionally, a chronomancer has good reflex saving throws.
Moderate Archetype Power: A chronomancer may take a swift action at any time he could take an immediate action - however, he is still limited to one per turn.
The superior perception of time provides the chronomancer a +4 bonus to attack rolls.
Greater Archetype Power: A chronomancer gains another swift or immediate action every round.
When using lesser celerity, you are no more dazed until the end of your next turn, but solely lose your next move action (including the chance to perform a move action.)
Feats: None.
Enchanter
An Enchanter can choose one school less and always has the enchantment school.
The enchanter has Bluff and Diplomacy as a class skill.
Bonus Spells:
- 1:Distract (SpC), Genteman's Agreement
- 2:Insidious Insight (MoE), Nudge
- 3:Hold Person, Otto's Gambit
- Capstone SLA:Stay the Hand or Aura of the Unremarkable
HD caps on his enchantment spells are eliminated and the enchanter may use `Person` spells on all creature types.
Lesser Archetype Power: An enchanter may add +4 to all his Bluff, Diplomacy and Disguise checks versus opponents which are under the influence of one of his enchantment spells.
When casting an spell on an opponent in melee, attacks of opportunity, from anyone, are not provoked if the target fails their saving throw.
Moderate Archetype Power: If an enchanter is able to cast a spell of the enchantment school upon an opponent that is not hostile to the enchanter, or under gentleman's agreement, the DC of that spell increases by 2.
The duration of all enchantment spells with a duration longer than one single turn is heightened to the next duration type. Rounds → minutes → ten minutes → hours → days.
Greater Archetype Power: The enchanter can turn any enchantment spell that targets a single creature into a multi target spell which targets one creature per three caster levels. All have to be within 0m of each other. Furthermore, the enchanter may turn enchantment spells which target multiple creatures or an area into single target spells.
Feats: Team Building
Geomancer
The Geomancer is a specialist in all earth descriptor spells.
Bonus Spells:
- 1:Fist of Stone (SpC), which provides an unnamed bonus to strength; Hail of Stone, without max cl (SpC)
- 2:Iron Skin (pfsrd), Soften Earth and Stone
- 3:Stone Shape, Weapon of Impact
- Capstone SLA:Stone Skin; Earthquake, medium range and 6m area of effect
Lesser Archetype Power: Spells and magic items that provide natural armor class or armor bonus, also provide the same number as bonus damage to slam attacks from the geomancer. Spells and magic items that provide enchantment bonus to slam attacks, also provide bonus to natural armor class of the geomancer.
Choose one spell with earth descriptor for each spell level you can cast, the spell does not expire while you are conscious.
Moderate Archetype Power: When a Geomancer takes damage, as an immediate action they may sacrifice spell slots to reduce the damage taken from this instance. The damage is reduced by 10 x the total sacrificed spell level, you may sacrifice up to one spell per spell level. When a Geomancer does not have any spell slots left, the damage is halved instead.
Greater Archetype Power: Whenever the Geomancer expends a spell slot, they can choose to create a devastating aftershock, during their next turn: When you decide to create an aftershock, count the number of expended spells until the aftershock is triggered and the counter resets. The Geomancer may expend additional spell slots for an increased effect. The total number of spell slots cannot exceed their level. The aftershock can be triggered by the geomancer during their next turn, otherwise takes place automatically at the end of their next turn. When the geomancer does a slam attack or casts an earth spell the aftershock bursts, dealing 1d6 points of damage per sacrificed spell level to everyone within 3m of the Geomancer and everyone within 3m of active geomancer earth spells. No target can be affected twice and creatures under the effect of earth spells can be excluded. A reflex save halves the damage. The aftershock ability counts as a spell-like ability and allows spell resistance.
Feats: None.
Hyperborean
Bonus Spells:
- 1: Ice Slick, Winter's Chill (SpC), Ice armor
- 2: Creeping Cold (SpC), Snowball (Pf)
- 3: Arctic Haze (FB), Icelance (SpC)
- Capstone SLA: Ice Storm or Wall of Ice
Lesser Archetype Power: Attacks from the hyperborean and their summons deal 1d6 points of bonus cold damage at the first level which improves by 1d6 every odd level therafter.
Additionally, when the hyperborean prepares spells, instead of preparing a normal ice armor spell, he may touch an armor to prepare an ice armor spell that creates a copy of the touched armor. The armor type is kept. Armors have at least 4 points of base armor class and at most 4 points of base maximum dexterity modifier. Also the spells duration increases to 24h.
Moderate Archetype Power: Anytime a hyperborean deals damage to an opponent with a [cold] spell the opponent receives a fortitude saving throw or is slowed for one turn. If the spell has already a fortitude saving throw it is shared. A successful save protects the creature from other attempts for one turn.
The hyperborean ice armor cannot be destroyed and provides 4+the hyperboreans level points of fire and cold resistance. The hyperborean may use the ice armor spell on a target that already wears an armor to solely provide the resistances.
Greater Archetype Power: Enemies that have cold immunity are still affected by the hyperboreans spells and moderate archetype power. The hyperborean may also convert his cold damage to physical damage.
When the hyperborean copies an armor the enchantment bonus and special abilities can be copied. This only affects enchantment special qualities (those usually have an enchantment bonus equivalent or can be added for a specific amount of gold to any item), such as light fortification, but not unique abilities from special magic items.
Feats: Blizzard, Energy Aptitude, Frost Armor, Frost Wall, Ice Sculptor
Illusionist
An illusionist can choose one school less and always has the illusion school.
Bonus Spells:
- 1: Instant Diversion (RotD), Net of Shadows (SpC)
- 2: Phantasmal Assailants (SpC), Vertigo (PHBII)
- 3: Mask of the Ideal (CM), Shadow Binding (SpC)
- Capstone SLA:Replicate
Lesser Archetype Power: As a full-round action the Illusionist may use the senses of an illusion instead of his own. Breaking this effect is a free action.
A Illusionist may prepare any of their damage dealing spells as shadow conjuration, the spell becomes an illusion spell with the shadow subtype. The original saving throw is removed, instead it may make a will save to disbelieve and have no further effect. If the targets fail their will save, resistances etc do not apply.
Moderate Archetype Power: An illusionist may concentrate on a number of illusion spells equal to his charisma modifier as a free action and use any illusion as origin of his spells.
Additionally, the Illusionist gains a +2 on DCs when an opponent cannot perceive the illusionist.
Greater Archetype Power: After casting an illusion spell, a illusionist may swap his position with one of his illusions and he may choose to even swap the looks of his illusions and of himself as with the disguise spell.
The Illusionists illusion spells seem very real, even opponents with true seeing need to succeed a will save to disbelieve them.
Feats: True Replication
Incarnate
You add concentration, knowledge (planes) and knowledge (arcana) to your class skills.
Your primary attribute is wisdom
Bonus Spells:
- 1: Incarnium Surge
- 2: Choose a 2nd level incarnium spell from your class list.
- 2: Choose a 3rd level incarnium spell from your class list.
- Capstone SLA: Choose a 4th level incarnium spell from your class list.
Lesser Archetype Power: You receive meldshaping abilities as a meldshaper of your class level. You may only select Incarnate soulmelds, even with feats. Your primary meldshaping ability is wisdom. At the second level you can bind your chakra to your crown, at the fourth level you may bind your chakra to your feet and hands and at your sixth level you may bind your chakra additionally to either the arms, brows or shoulders.
Level | Soulmelds | Essentia | Chakra Binds |
---|---|---|---|
1st | 1 | 2 | 0 |
2nd | 2 | 3 | 1 |
3rd | 3 | 4 | 1 |
4th | 4 | 6 | 2 |
5th | 5 | 7 | 2 |
6th | 6 | 8 | 3 |
An Incarnate receives bonus essentia equal to half his wisdom score.
Moderate Archetype Power: Your essentia capacity increases by one.
Greater Archetype Power:
You add Incarnum Radiance to your capstone abilities:
Incarnum Radiance: As a free action you can activate this ability. After being activated Incarnum Radiance provides the bonus for 1 minute. At the start of every single of your turns you and all allies within 4.5m receive a number of temporary hitpoints equal to your level plus your constitution modifier. If you are using the Incarnate Avatar soulmeld, you and only you receive all of its bonuses (independent of your alignment).
Feats: None.
Pyromancer
Bonus Spells:
The pyromancer adds all fire summoning spells on his spell list.- 1:Lesser Orb of Fire (SpC), Flaming Hands
- 2:Body of the Sun, Scorching Ray
- 3:Fireball, Conflagration
- Capstone SLA:Firewall
Lesser Archetype Power: The Pyromancer adds her level to any fire damage dealt and to spells with the fire descriptor.
The Pyromancer may use full-round action spells with the fire descriptor as standard action.
Moderate Archetype Power:
The Pyromancer may cast buff spells in a special way, i.e.,
When a Pyromancer uses a fire spell against an opponent with spell resistance, she may do a pierce spell resistance check to try to remove the spell resistance. If it succeeds the spell resistance turns of for 1 minute.
Greater Archetype Power: The Pyromancer may apply one level of metamagic for free to spells with the fire descriptor. This bonus stacks with the those from the fire attunement feat.
When a Pyromancer uses a single target, single instance fire spell against a creature under the effect of a temporary spell effect, the Pyromancer may dispel the effect as a targeted dispel magic spell would.
Feats: Energy Aptitude, Epic Pyromancy, Fire Attunement, Fire Elemental Specialization, Hot Elementals
Sage Of The Serpent
Bonus Spells:
Instead of the normal spells and schools known, the Sage of the Serpent knows the abjuration school, the diamond mind discipline and may choose 6 freely from any school of magic or martial discipline. They primary ability is intelligence. You are a specialist in one of your schools or disciplines of choice.- Capstone SLA:Choose a fourth level spell or maneuver from your specialists school or discipline
The Sage of the Serpent needs to prepare their maneuvers using normal spells slots of an equal level and must learn maneuvers like spells. Stances have a duration of one encounter or 10 minutes per level whichever is shorter.
The Sage of the Serpent has average base attack bonus.
Lesser Archetype Power: The Sage of the Serpent learns the arcane strike feat. When the Sage of the Serpent does a strike maneuver using a spell slot, they count as having used arcane strike with a spell slot of the same level.
Moderate Archetype Power: The Sage of the Serpent uses arcane tricks to improve their strike maneuvers. Treat maneuvers as spells for improvements, e.g., you may use metamagic. Furthermore, you increase damage from strike maneuvers by 1d6 per bonus caster level, i.e., bonus to caster level gained through feats such as arcane thesis. The caster level gained by advancing levels does not provide bonus a bonus to strike maneuvers.
Greater Archetype Power: If you expend a spell slot for a feat, such as arcane strike, the spell level counts as being one level higher.
Feats: Arcane Guard
Transmuter
A Magician transmuter must choose the transmutation school as school known.
Bonus Spells:
- 1:Beast shape 1, Alter Self
- 2:Vermin Shape 1, Monstrous Physique 1, Animal Affinity (As bull strength but choose which attribute to improve when casting)
- 3:Giant Form 1, Form of the Dragon, Elemental Body 3
- Capstone SLA:Spell Enhancer (SpC) or Baleful Blink (PHII)
Lesser Archetype Power: While polymorphing you receive half your level to attack rolls and 2 + half your level to damage rolls. A transmuter may ignore the somatic or verbal components of spells with a range of personal or touch while polymorphed, and may cast those spells even when in an alternate form.
A transmuter may choose any one spell from his spell list and may cast it from now on as if it were an transmutation spell. At level 3 and level 5 he may choose an additional spell.
Moderate Archetype Power: A transmuter gains +2 on any ability score of his choice. He may change it as full-round action. In addition when casting a transmutation spell that targets himself he may use one of his spells with equal or lower level that allow him to take on an alternative form as a free action.
Greater Archetype Power: A transmuters bonuses from transmutation spells, except enchantment bonuses to attributes, stack with those of magic items.
The transmuters items keep functioning while he is in an alternate form.
Finally he receives the banned sculpt spell feat and may use it for transmutation spells.
Feats: Favourite Form, Masterful Combination:, Troll Blood, Unnatural Combination
Wayfarer
Bonus Spells:
- 1: Benign Transposition (SpC), Longstrider (ranger spell)
- 2: Baleful Transposition (SpC), Rope Trick
- 3: G'Elsewhere Chant (SpC), Regroup (PHBII)
- Capstone SLA:Dimension Door cast as a move action
Lesser Archetype Power: A number of times per day equal to his Intelligence modifier, a wayfarer may teleport 3m as an immediate action. If you do this to avoid an opponents attack you have to succeed an initiative check equal to 10 + the attackers initiative modifier or the teleportation happens right after the attack.
Moderate Archetype Power: A wayfarer may teleport 3m per intelligence modifier as a move action, provided that he has line of effect to the destination. In addition, a wayfarer may use a modified version of Spring Attack when teleporting - he may pause at any point during the line of transport, take a standard action (if he has one available), and then continue to his final destination.
Greater Archetype Power: When teleporting (whether through his other archetype powers, spells, or SLAs), a wayfarer may bring along up to three adjacent allies.
Feats: Unlocked