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 Master specialiste (Ultimate Mage)

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Date d'inscription : 26/10/2009
Age : 43
Localisation : Quelque parts dans les cieux de Greenwoods

Master specialiste (Ultimate Mage) Empty
MessageSujet: Master specialiste (Ultimate Mage)   Master specialiste (Ultimate Mage) Icon_minitimeDim 26 Mai - 14:49

MASTER SPECIALIST
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"Study the categories in which you see magic and the limits they
place upon you. Only by knowing the rules can you learn how
best to beat them."


—Caphodel Berrandar, Mistress of Enchantment
Many wizards choose to specialize in a specific school, focusing
on a particular branch of magic. The master specialist
studies the very notion of specialization. Though she, too,
focuses on one school above all others, she so thoroughly
devotes her attention to mastering her chosen discipline that
she gains insight beyond the reach of any mere specialist.
If a specialist is a student of a school of magic, the master
specialist is that school's teacher.


BECOMING A MASTER SPECIALIST

The path of the master specialist requires the kind of
dedicated and studious mind that only a wizard can provide—
other arcane casters simply don't have the capability
to meet this class's needs. The best way to become a master
specialist is to be a specialist wizard and take 1st level in
the prestige class as your 4th character level. Then you can
advance through all ten levels of the class and, after completing
it at 13th level, either return to wizard or move on to
another prestige class such as archmage.
Elements of this prestige class use the term "chosen school."
This term refers to the school in which you are specialized.




ENTRY REQUIREMENTS


Skills:
Knowledge (arcana) 5 ranks, Spellcraft 5 ranks.
Feat: Spell Focus (school of specialization).
Spellcasting:
Must be able to cast 2nd-level arcane spells.
Special:
Must be a specialist wizard.

CLASS FEATURES
You are a true master of the magic of your chosen school.
What you lack in versatility, you make up through incredible
ability within your specialty.

Spellcasting:
At each level, you gain new spells per day
and an increase in caster level (and spells known, if applicable)
as if you had also gained a level in the wizard class. You do
not, however, gain any other benefit a character of that class
would have gained.


Skill Focus (Spellcraft): At 1st level, you gain Skill Focus
(Spellcraft) as a bonus feat.



Expanded Spellbook:
When you reach 2nd level, you can
add one spell of your chosen school to your spellbook. The
spell can be of any level that you can cast, and it is in addition
to the normal spells gained when increasing your level.
You can add another spell of your chosen school to your
spellbook at 5th and at 8th level.

Greater Spell Focus:
At 3rd level, you gain Greater Spell
Focus as a bonus feat. You must apply this feat to your chosen
school.

Minor School Esoterica (Ex):
At 4th level, your unflagging
focus on your chosen school opens your mind to new
possibilities and grants you the first taste of the unique skills
of a master specialist. You gain an ability from those below
based on your chosen school.

Abjuration:You gain a competence bonus on dispel checks
equal to 1/2 your master specialist level.

Conjuration:
Any creature you summon or call appears
with extra hit points equal to your caster level.

Divination:
Divination spells you cast that have a duration
of concentration remain in effect for a number of extra
rounds equal to 1/2 your master specialist level after you cease
concentrating. You can cast other spells and otherwise act
normally during this duration.

Enchantment:
Targets of your charm spells do not gain a
bonus on their saves due to being currently threatened or
attacked by you or your allies. In addition, subjects of your
compulsion spells do not get a bonus on saves due to being
forced to take an action against their natures.


Evocation: When casting an evocation spell, you gain a
bonus on Concentration checks equal to 1/2 your master
specialist level.

Illusion:
The save DCs of your illusion spells that have a
saving throw entry of "Will disbelief" increase by 2.

Necromancy:
When you cast a necromancy spell,
undead allies within 60 feet gain turn resistance
and a bonus on saves equal to your master specialist
level for a number of rounds equal to your
master specialist level.

Transmutation:
When a transmutation spell
you have cast is successfully dispelled, it
remains in effect for 1 round and then ends as
normal for dispelling. If a creature is responsible
for the dispelling effect, it knows that the
spell has been dispelled but is functioning
for another round.

Caster Level Increase (Ex):
Upon reaching
6th level, add 1 to your caster level and Dc level
whenever you cast a spell of your chosen
school. At 9th level, you instead add 2 to
your caster level.

Moderate School Esoterica (Ex)
At 7th level, your long study of
your chosen school leads to a
breakthrough. You gain an ability
from those below based on
your chosen school. Each ability
is triggered automatically when
you cast a spell from your chosen
school and lasts for a number of
rounds equal to the spell's level.

Abjuration: If you are subject
to a spell that has a partial or
half effect on a successful save,
you suffer no adverse effect if you
successfully save.

Conjuration:
Dispel checks made
against your conjuration spells treat
your caster level as if it were 5 higher than normal.

Divination:
You gain uncanny dodge (PH SO) for the dura
tion of the spell.

Enchantment: You can immediately reroll any failed Will
save against an enchantment or mind-affecting spell or ability;
you must accept the result of the second roll.

Evocation:
You gain resistance 20 to any one energy type
that matches a descriptor used by the spell you just cast.

Illusion:
You gain concealment.

Necromancy:
You are immune to ability
damage, ability drain, energy drain,
and negative levels.

Transmutation:
You can immediately
reroll any failed Fortitude save
against a transmutation spell or ability;
you must accept the result of
the second roll.

Major School Esoterica (Ex):
At 10th level, your knowledge of your
chosen school reaches its peak. You gain
an ability from those below based on
your chosen school; each one can be
used three times per day.

Abjuration:
When casting an abjuration
spell that normally has a range of personal,
you can instead choose to cast it as a touch
spell that affects a single creature. When
casting an abjuration spell that is an
emanation centered on you, you can instead
choose to cast it as a touch spell that emanates
from the touched creature.


Conjuration:You can cast a conjuration
spell with a casting time of 1 standard
action as a swift action.

Divination:
When you cast a divination
spell, you also gain
true seeing as
the spell) for 5 rounds.

Enchantment:Any creature that
successfully saves against one of your
enchantment spells must save again 1
round later (as if you had cast the spell
again) with a 5 bonus on the save.

Evocation:
Any creature that fails its save against one of your
evocation spells takes damage again 1 round later equal to
half the damage it took when you cast the spell.
You can cast any illusion spell as a stilled and silent
spell and eschew the materials (per the Still Spell, Silent
Spell, and Eschew Materials feats) without an increase in
caster level or casting time.

Necromancy:
When you cast a necromancy spell, undead
allies within 60 feet gain fast healing 10 for 5 rounds.

Transmutation:
When a creature successfully saves against
a transmutation spell you cast, it takes damage equal to the
level of the spell.


Class Skills (2 Int modifier per level):
Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually),


Profession, Spellcraft.
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