Bulwer
2010-09-21, 07:54 AM
The Magician
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+2|
+2|Spontaneous Preparation|5|3|-|-|-|-|-|-|-|-
2nd|
+1|
+0|
+3|
+3|Misdirection|6|4|-|-|-|-|-|-|-|-
3rd|
+1|
+1|
+3|
+3|Small Wonders|6|5|-|-|-|-|-|-|-|-
4th|
+2|
+1|
+4|
+4|Augmented Performance +1|6|6|3|-|-|-|-|-|-|-
5th|
+2|
+1|
+4|
+4|Not My Trick...|6|6|4|-|-|-|-|-|-|-
6th|
+3|
+2|
+5|
+5|Eclectic Trick|6|6|5|3|-|-|-|-|-|-
7th|
+3|
+2|
+5|
+5|Up-Close Magic|6|6|6|4|-|-|-|-|-|-
8th|
+4|
+2|
+6|
+6|Augmented Performance +2|6|6|6|5|3|-|-|-|-|-
9th|
+4|
+3|
+6|
+6|Devastating Performance|6|6|6|6|4|-|-|-|-|-
10th|
+5|
+3|
+7|
+7|Eclectic Trick|6|6|6|6|5|3|-|-|-|-
11th|
+5|
+3|
+7|
+7|Larger Wonders|6|6|6|6|6|4|-|-|-|-
12th|
+6/+1|
+4|
+8|
+8|Augmented Performance +3|6|6|6|6|6|5|3|-|-|-
13th|
+6/+1|
+4|
+8|
+8|...My ILLUSION|6|6|6|6|6|6|4|-|-|-
14th|
+7/+2|
+4|
+9|
+9|My Lovely Assistant|6|6|6|6|6|6|5|3|-|-
15th|
+7/+2|
+5|
+9|
+9|Eclectic Trick|6|6|6|6|6|6|6|4|-|-
16th|
+8/+3|
+5|
+10|
+10|Augmented Performance +4|6|6|6|6|6|6|6|5|3|-
17th|
+8/+3|
+5|
+10|
+10|Trick Guillotine|6|6|6|6|6|6|6|6|4|-
18th|
+9/+4|
+6|
+11|
+11|Master of Misdirection|6|6|6|6|6|6|6|6|5|3
19th|
+9/+4|
+6|
+11|
+11|Great Wonders|6|6|6|6|6|6|6|6|6|4
20th|
+10/+5|
+6|
+12|
+12|Augmented Performance +5, Eclectic Trick, Grand Finale|6|6|6|6|6|6|6|6|6|6[/table]
Alignment: Any
Hit Die: d4
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (planes) (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)
Skill Points Per Level: 2 + Int modifier (x4 at first level)
Starting Gold: 3d4 x 10 (75 gp)
Starting Age: As sorcerer (PHB 109)
Class Features
Weapon and Armour Proficiency: Magicians are proficient with the .... Magicians are not proficient with any kind of armour or shield. Armour of any type interferes with a magician's gestures, which can cause his spells with somatic components to fail.
Spells: Spells: A magician casts arcane spells which are drawn from the sorcerer/wizard spell list. A magician prepares spells in sets that she can switch between throughout the day (see Spontaneous Preparation, below).
To learn, prepare, or cast a spell, the magician must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magician's spell is 10 + the spell level + the magician's Charisma modifier.
Like other spellcasters, a magician can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Magician. In addition, she receives bonus spells per day if she has a high Charisma score.
Like a Sorcerer or Bard, a Magician knows a limited number of spells.
Spontaneous Preparation: A Magician cannot cast any spell she knows at any time. Before being able to cast spells, they must spend 30 minutes of uninterrupted meditation to draw the spells to mind. They may prepare a number of spells equal to input needed: a formula for the number of spells at a time that scales with level. Until they spend another 30 minutes in preparation, those spells are the only ones that the Magician may cast.
Misdirection: A Magician can make a Bluff or Perform(Magic) check instead of a Concentration check when casting a spell in a threatened square.
Small Wonders: Starting at 3rd level, a Magician may cast any cantrips that they know as spell-like abilities at will.
Augmented Performance: At 4th level, the Magician may apply metamagic to a spell and have it consume a slot 1 lower than usual. This improves to 2 spell levels at 8th level, 3 at 12th level, 4 at 16th level, and 5 at 20th level. Casting a spell in this way requires a Perform(Magic) check at a DC of 15+the spell's level after both metamagic and the Augmented Performance ability are taken into account. This ability functions 1/day for every 2 class levels. Augmented spells take a full-round action to cast. An augmented spell can never have a lower spell level than its original level.
Not My Trick...: Starting at 5th level, a Magician casts all Illusion spells at +1 CL.
Eclectic Trick: At 6th level, and again at 10th, 15th, and 20th level, a Magician may add one spell from any class's spell list to their spells known as a spell of a level one higher than its original level. They also gain new spells known as normal on those levels.
Up-Close Magic: Starting at 7th level, the DC of a Magician's spells increases by 1 if the target is in a square the Magician threatens.
Devastating Performance: At 9th level, a Magician can make a Perform(Magic) check once per day while casting a spell. If this check succeeds against a DC of 20+the spell's level, treat the spell as though it is affected by the Heighten spell feat up to the highest level spell the Magician can cast. This does not increase the spell slot it takes up.
Larger Wonders: Starting at 11th level, a Magician may cast any 1st-level spell they know as a spell-like ability 2/day.
...My ILLUSION: At 13th level, a Magician receives Spell Focus (Illusion) as a bonus feat.
My Lovely Assistant: Starting at 14th level, a Magician may change the target of any spell that targets herself to any ally within 10 feet. They can also deliver touch spells through their allies, as though they were a familiar.
Trick Guillotine: Something.
Master of Misdirection: At 18th level, a magician never provokes attacks of opportunity for casting a spell.
Great Wonders: At 19th level, a Magician may cast any 1st or 2nd-level spell they know at will as a spell-like ability.
Grand Finale: At 20th level, a Magician may cast two spells simultaneously as a full-round action. This ability functions once per day.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+2|
+2|Spontaneous Preparation|5|3|-|-|-|-|-|-|-|-
2nd|
+1|
+0|
+3|
+3|Misdirection|6|4|-|-|-|-|-|-|-|-
3rd|
+1|
+1|
+3|
+3|Small Wonders|6|5|-|-|-|-|-|-|-|-
4th|
+2|
+1|
+4|
+4|Augmented Performance +1|6|6|3|-|-|-|-|-|-|-
5th|
+2|
+1|
+4|
+4|Not My Trick...|6|6|4|-|-|-|-|-|-|-
6th|
+3|
+2|
+5|
+5|Eclectic Trick|6|6|5|3|-|-|-|-|-|-
7th|
+3|
+2|
+5|
+5|Up-Close Magic|6|6|6|4|-|-|-|-|-|-
8th|
+4|
+2|
+6|
+6|Augmented Performance +2|6|6|6|5|3|-|-|-|-|-
9th|
+4|
+3|
+6|
+6|Devastating Performance|6|6|6|6|4|-|-|-|-|-
10th|
+5|
+3|
+7|
+7|Eclectic Trick|6|6|6|6|5|3|-|-|-|-
11th|
+5|
+3|
+7|
+7|Larger Wonders|6|6|6|6|6|4|-|-|-|-
12th|
+6/+1|
+4|
+8|
+8|Augmented Performance +3|6|6|6|6|6|5|3|-|-|-
13th|
+6/+1|
+4|
+8|
+8|...My ILLUSION|6|6|6|6|6|6|4|-|-|-
14th|
+7/+2|
+4|
+9|
+9|My Lovely Assistant|6|6|6|6|6|6|5|3|-|-
15th|
+7/+2|
+5|
+9|
+9|Eclectic Trick|6|6|6|6|6|6|6|4|-|-
16th|
+8/+3|
+5|
+10|
+10|Augmented Performance +4|6|6|6|6|6|6|6|5|3|-
17th|
+8/+3|
+5|
+10|
+10|Trick Guillotine|6|6|6|6|6|6|6|6|4|-
18th|
+9/+4|
+6|
+11|
+11|Master of Misdirection|6|6|6|6|6|6|6|6|5|3
19th|
+9/+4|
+6|
+11|
+11|Great Wonders|6|6|6|6|6|6|6|6|6|4
20th|
+10/+5|
+6|
+12|
+12|Augmented Performance +5, Eclectic Trick, Grand Finale|6|6|6|6|6|6|6|6|6|6[/table]
Alignment: Any
Hit Die: d4
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (planes) (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)
Skill Points Per Level: 2 + Int modifier (x4 at first level)
Starting Gold: 3d4 x 10 (75 gp)
Starting Age: As sorcerer (PHB 109)
Class Features
Weapon and Armour Proficiency: Magicians are proficient with the .... Magicians are not proficient with any kind of armour or shield. Armour of any type interferes with a magician's gestures, which can cause his spells with somatic components to fail.
Spells: Spells: A magician casts arcane spells which are drawn from the sorcerer/wizard spell list. A magician prepares spells in sets that she can switch between throughout the day (see Spontaneous Preparation, below).
To learn, prepare, or cast a spell, the magician must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magician's spell is 10 + the spell level + the magician's Charisma modifier.
Like other spellcasters, a magician can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Magician. In addition, she receives bonus spells per day if she has a high Charisma score.
Like a Sorcerer or Bard, a Magician knows a limited number of spells.
Spontaneous Preparation: A Magician cannot cast any spell she knows at any time. Before being able to cast spells, they must spend 30 minutes of uninterrupted meditation to draw the spells to mind. They may prepare a number of spells equal to input needed: a formula for the number of spells at a time that scales with level. Until they spend another 30 minutes in preparation, those spells are the only ones that the Magician may cast.
Misdirection: A Magician can make a Bluff or Perform(Magic) check instead of a Concentration check when casting a spell in a threatened square.
Small Wonders: Starting at 3rd level, a Magician may cast any cantrips that they know as spell-like abilities at will.
Augmented Performance: At 4th level, the Magician may apply metamagic to a spell and have it consume a slot 1 lower than usual. This improves to 2 spell levels at 8th level, 3 at 12th level, 4 at 16th level, and 5 at 20th level. Casting a spell in this way requires a Perform(Magic) check at a DC of 15+the spell's level after both metamagic and the Augmented Performance ability are taken into account. This ability functions 1/day for every 2 class levels. Augmented spells take a full-round action to cast. An augmented spell can never have a lower spell level than its original level.
Not My Trick...: Starting at 5th level, a Magician casts all Illusion spells at +1 CL.
Eclectic Trick: At 6th level, and again at 10th, 15th, and 20th level, a Magician may add one spell from any class's spell list to their spells known as a spell of a level one higher than its original level. They also gain new spells known as normal on those levels.
Up-Close Magic: Starting at 7th level, the DC of a Magician's spells increases by 1 if the target is in a square the Magician threatens.
Devastating Performance: At 9th level, a Magician can make a Perform(Magic) check once per day while casting a spell. If this check succeeds against a DC of 20+the spell's level, treat the spell as though it is affected by the Heighten spell feat up to the highest level spell the Magician can cast. This does not increase the spell slot it takes up.
Larger Wonders: Starting at 11th level, a Magician may cast any 1st-level spell they know as a spell-like ability 2/day.
...My ILLUSION: At 13th level, a Magician receives Spell Focus (Illusion) as a bonus feat.
My Lovely Assistant: Starting at 14th level, a Magician may change the target of any spell that targets herself to any ally within 10 feet. They can also deliver touch spells through their allies, as though they were a familiar.
Trick Guillotine: Something.
Master of Misdirection: At 18th level, a magician never provokes attacks of opportunity for casting a spell.
Great Wonders: At 19th level, a Magician may cast any 1st or 2nd-level spell they know at will as a spell-like ability.
Grand Finale: At 20th level, a Magician may cast two spells simultaneously as a full-round action. This ability functions once per day.