Leather_Book_Wizard
2006-12-19, 08:02 PM
Street magicians blur the line between trickery and true magic. A street magician could mezmerize you with a spell with one hand ,and pick your pocket with the other,without missing a beat. This combination is what make a street magician a fore to be reckoned with.
Adventures: Street magicians adventure out of need to prove themselves or for want of loot. Many adventure to prove they are more than common street rats. Characteristics: A street magician's strenght is in both his spells and theivery. Street Magicians deal mostly with Illusion,Enchantment, and Divination Spells.
Alignment: A street magician usually has a larcenous streak, stemming from years of pick-pocketing hapless audience members. Therefore,they cannot be lawful.
Religion: Most street magicians favor Boccob,but some revere Olidammara or Garl Glittergold.
Background: Street magicians are usually those who started out performing magic tricks and simultaneously stealing from the crowd,who then discovered their potential for arcane magic could help them at this.
Races: Most are humans or halfings,but all races have a potential for street magicians.
Other classes: Street magicians relate well to rogues,bards,and sorcerers. Clerics can cramp a street magicians style a bit, but they get along passably. A street magician may be looked down upon by wizards, considered a "Street Rat".
Game Rule Information:
Abilities: Charisma determines the power of a street magician's spells. Dexterity governs their theivery abilities.
Alignment: Cannot be lawful.
Hit Die: d6
BAB: Poor
Fort Save: Poor
Ref Save: Good
Will Save: Good
Class Skills:
The street magician's class skills(and the key ability for each skill) are:
Bluff(CHA),Concentration(CON),Craft(INT),Knowledge (arcana)(INT),Profession(WIS),
Spellcrat(INT),Escape Artist(DEX),Sleight of Hand(DEX),Perform,(CHA),Diplomacy(CHA),Appraise (INT),and Forgery(INT)
Skill points at first level:(4+INT modifier)x4
Skill points at each additional level:4+INT modifier
Class Features:
The following are class features of the street magician:
Armor and Weapon Proficiency: The street magician is proficient with all simple weapons plus the rapier, shortbow, and short sword.They are proficient with all light armor.
Spells: The street magician can spontaneously cast spells from a short, apecialized list.A street magician begins paly knowing all 0-level spells from the list and 4 1st-level spells of your choice. At every second level, he can add 1 additional spell to his list.
STREET MAGICIAN SPELL LIST:
0-level spells: Detect Magic; Read Magic; Daze; Ghost Sound; Mage Hand; Prestidigitation.
1st-level spells: Charm Person; Hypnotism; Sleep; Grease ; Comprehend Languages; True Strike; Disguise Self; Silent Image; Ventriloquism; Animate Rope ; Erase; Enlarge Person; Feather fall.
2nd-level spells: Detect thoughts ;Locate Object; Daze Monster ; Touch of Idiocy ;Blur; Hypnotic Pattern ;Invisibility ; Minor Image ; Mirror Image ; Alter Self ; Cat's Grace ; Fox's Cunning; Levitate; Pyrotechnics ; Rope Trick ; Spider Climb
3rd level spells : Dispel Magic ; Explosive Runes;Stinking Cloud;Tongues; Deep Slumber;Hold person; Suggestion; Displacement; Invisibility Sphere;Major Image; Flame Arrow; Fly; Shrink Item; Water Breathing
4th level spells : Locate Creature ; Charm Monster;Confusion;Crushing Dispair; Hallucinatory Terrain;Illusory Wall;Phantasmal Killer;Enlarge Person,mass;Polymorph;Stone Shape
5th level spells:Dismissal; Rary's Telepathic Bond ; Dominate Person; Feeblemind ; Mind Fog ; Hold Monster ; Dream; False Vision ; Mirage Arcana ; Persistent Image ;Nightmare ;Seeming ; Baleful Polymorph; Telekinesis.
6th level spells: Dispel Magic,Greater; Guards and Wards ; Analyze Dweomer; True Seeing ; Geas/Quest ; Suggestion,mass ; Mislead; Permanent Image; Shadow walk; Cat's Grace,mass;Fox's Cunnong,mass;Control Water; Disentegrate; Flesh to Stone; Stone to Flesh.
7th Level Spells: Banishment ; Vision ; Hold Person,mass;Insanity; Power Word BLind ; Invisibility,Mass; Project Image ; Shadow simulacrum ; Control Weather ; Ethereal Jaunt ; Reverse Gravity ; Statue
8th Level Spells: Mind Blank; Maze; Discern Location ; Moment of Prescience ; Antipathy; Binding; Charm Monster,mass ; Demand ; Otto's Irresistible Dance ; Power Word Stun ; Scintallating Pattern ; Screen; Iron Body: Polymorph any object; Temporal Stasis
9th level spells: Foresight; Dominate Monster; Hold Monster,mass; Power Word Kill;Shades;Weird;Etherealness ; Shapechange; Timestop
Spells Per Day
Level 0 1 2 3 4 5 6 7 8 9
1st 5 3
2nd 6 4
3rd 6 5
4th 6 6 3
5th 6 6 4
6th 6 6 5 3
7th 6 6 6 4
8th 6 6 6 5 3
9th 6 6 6 6 4
10th 6 6 6 6 5 3
11th 6 6 6 6 6 4
12th 6 6 6 6 6 5 3
13th 6 6 6 6 6 6 4
14th 6 6 6 6 6 6 5 3
15th 6 6 6 6 6 6 6 4
16th 6 6 6 6 6 6 6 6 4
17th 6 6 6 6 6 6 6 6 4
18th 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 6 6
Unlimited Prestidigitation(Sp): Starting at first level, a street magician may cast prestidigitation an unlimited number of times per day.It does not count toward his daily spell limit.
Perceptive Eye(Ex): A first level street magician knows much about illusions of all kinds.He gains a +4 bonus on all saves to disbelieve an illusion.
Smoke and Mirrors (ex): The Street Magician has learned to apply mundane tricks to make his illusions more realistic. By making a Sleight of Hand Check (DC 10+Level of Spell being cast) the Street Magician is capable of subtly using alchemical substances (like smoke sticks and thunderstones) to increase the difficult to disbelieve illusions spells he casts. The DC to disbelieve the illusion is increased by +1 for every 5 points the Street Magician succeeded over the DC of the Sleight of Hand check made to use this ability.
Fashion replica(EX): At 3rd level, a street magician gains the ability to fashion a mundane replica of any object he has seen. The replica has a hardness 3 and 1d6 hitpoints.The replica does not perform any function the original item did and cannot be used as a weapon.
Mimick Magicks(Sp): At 4th level, a street magician learns how to mundanely mimick arcane spells. The spells a 4th level street magician can mimick are;
Acid arrow: an inflated animal bladder(4gp), two acid flasks (20 gp), pour acid into bladder and throw
Acid fog: fire, 2 acid flasks/level (20 gp/level), put the acid flasks (still closed) into the fire.
Fireball: Materials Needed: A ball of rags, soaked in oil(cost:1sp);flint and steel(cost:1gp)
This effect deals 1d6 of fire damage per caster level(Maximun 5d6)
Lightning Bolt:Materials Needed: an inflated animal bladder(4gp) and a piece of cloth(Icp); a conductor rod.(6gp)
This effect deals 1d6 points of electricty damage per caster level(Maximum 5d6)
All spells mimicked in this way have a -5 penalty on the total damage rolled.
Spells mimicked in this manner are treated as the spells they are mimicking for the purposes of saves, but are not affected by Spell Resistence,Antimagic Fields, or subject to Counterspelling.Spells can be mimicked 5 times per day plus the street magician's DEX modifier.
Dazzling Fireworks(Ex):A 7th level street magician can cast dazzling fireworks 3 times per day+Cha modifier. A firework display goes of in a designated 20ft square area. All creatures within are dazzled for 1d6 rounds.
Collapse Blade(Sp): At 10th level, a street magician can cast a spell on an enemy's piercing weapon to make it collapse when used to attack. Subject takes a minus 5+CHA modifer penalty on attack rolls. The effect lasts for 1d6 rounds.This ability can be used 3+CHA modifier times per day.
Game of Chance(Su):Once per day,a 14th level street magician may play a game of chance with any creature with Intellegince above animal. Targeted creature must succeed on a Will save (DC 10+CHA modifier) or be forced to play a game of chance. The street magician hides a pea(Or other small object) under one of 3 shells and mixes them up. The creature must find the pea by making an INT check (DC 15+DEX modifer)or take 2d8 points of damage.
Performance of Ultimate Illusion(Su): The ultimate ability of a street magician.Once per day, a 20th level street magician can make a Perform check ( DC 10) and weave a spectacular Illusion across a 100ft square area. All creatures with must make a Will save( DC 15+CHA modifier) or become entranced by the effect.THe street magician can choose one of 2 effects.
1. Horrendous Nightmare :All creatures that fail their saves believe they are trapped in a dark land filled with horrors. They act as though under the effects of a fear spell and if attacked by the phantasmal horrors,suffer 2d6 points of damage.
2.Pleasant Dream : All creatures who fail their saves believe they are surrounded by pleasant things and are fascinated for the duration of the effect. Effected creatures take a -5+CHA modifier penalty on all Wisdom based checks.
Each affect lasts for 1d6 rouns per caster level(Maximum 10d6)
Adventures: Street magicians adventure out of need to prove themselves or for want of loot. Many adventure to prove they are more than common street rats. Characteristics: A street magician's strenght is in both his spells and theivery. Street Magicians deal mostly with Illusion,Enchantment, and Divination Spells.
Alignment: A street magician usually has a larcenous streak, stemming from years of pick-pocketing hapless audience members. Therefore,they cannot be lawful.
Religion: Most street magicians favor Boccob,but some revere Olidammara or Garl Glittergold.
Background: Street magicians are usually those who started out performing magic tricks and simultaneously stealing from the crowd,who then discovered their potential for arcane magic could help them at this.
Races: Most are humans or halfings,but all races have a potential for street magicians.
Other classes: Street magicians relate well to rogues,bards,and sorcerers. Clerics can cramp a street magicians style a bit, but they get along passably. A street magician may be looked down upon by wizards, considered a "Street Rat".
Game Rule Information:
Abilities: Charisma determines the power of a street magician's spells. Dexterity governs their theivery abilities.
Alignment: Cannot be lawful.
Hit Die: d6
BAB: Poor
Fort Save: Poor
Ref Save: Good
Will Save: Good
Class Skills:
The street magician's class skills(and the key ability for each skill) are:
Bluff(CHA),Concentration(CON),Craft(INT),Knowledge (arcana)(INT),Profession(WIS),
Spellcrat(INT),Escape Artist(DEX),Sleight of Hand(DEX),Perform,(CHA),Diplomacy(CHA),Appraise (INT),and Forgery(INT)
Skill points at first level:(4+INT modifier)x4
Skill points at each additional level:4+INT modifier
Class Features:
The following are class features of the street magician:
Armor and Weapon Proficiency: The street magician is proficient with all simple weapons plus the rapier, shortbow, and short sword.They are proficient with all light armor.
Spells: The street magician can spontaneously cast spells from a short, apecialized list.A street magician begins paly knowing all 0-level spells from the list and 4 1st-level spells of your choice. At every second level, he can add 1 additional spell to his list.
STREET MAGICIAN SPELL LIST:
0-level spells: Detect Magic; Read Magic; Daze; Ghost Sound; Mage Hand; Prestidigitation.
1st-level spells: Charm Person; Hypnotism; Sleep; Grease ; Comprehend Languages; True Strike; Disguise Self; Silent Image; Ventriloquism; Animate Rope ; Erase; Enlarge Person; Feather fall.
2nd-level spells: Detect thoughts ;Locate Object; Daze Monster ; Touch of Idiocy ;Blur; Hypnotic Pattern ;Invisibility ; Minor Image ; Mirror Image ; Alter Self ; Cat's Grace ; Fox's Cunning; Levitate; Pyrotechnics ; Rope Trick ; Spider Climb
3rd level spells : Dispel Magic ; Explosive Runes;Stinking Cloud;Tongues; Deep Slumber;Hold person; Suggestion; Displacement; Invisibility Sphere;Major Image; Flame Arrow; Fly; Shrink Item; Water Breathing
4th level spells : Locate Creature ; Charm Monster;Confusion;Crushing Dispair; Hallucinatory Terrain;Illusory Wall;Phantasmal Killer;Enlarge Person,mass;Polymorph;Stone Shape
5th level spells:Dismissal; Rary's Telepathic Bond ; Dominate Person; Feeblemind ; Mind Fog ; Hold Monster ; Dream; False Vision ; Mirage Arcana ; Persistent Image ;Nightmare ;Seeming ; Baleful Polymorph; Telekinesis.
6th level spells: Dispel Magic,Greater; Guards and Wards ; Analyze Dweomer; True Seeing ; Geas/Quest ; Suggestion,mass ; Mislead; Permanent Image; Shadow walk; Cat's Grace,mass;Fox's Cunnong,mass;Control Water; Disentegrate; Flesh to Stone; Stone to Flesh.
7th Level Spells: Banishment ; Vision ; Hold Person,mass;Insanity; Power Word BLind ; Invisibility,Mass; Project Image ; Shadow simulacrum ; Control Weather ; Ethereal Jaunt ; Reverse Gravity ; Statue
8th Level Spells: Mind Blank; Maze; Discern Location ; Moment of Prescience ; Antipathy; Binding; Charm Monster,mass ; Demand ; Otto's Irresistible Dance ; Power Word Stun ; Scintallating Pattern ; Screen; Iron Body: Polymorph any object; Temporal Stasis
9th level spells: Foresight; Dominate Monster; Hold Monster,mass; Power Word Kill;Shades;Weird;Etherealness ; Shapechange; Timestop
Spells Per Day
Level 0 1 2 3 4 5 6 7 8 9
1st 5 3
2nd 6 4
3rd 6 5
4th 6 6 3
5th 6 6 4
6th 6 6 5 3
7th 6 6 6 4
8th 6 6 6 5 3
9th 6 6 6 6 4
10th 6 6 6 6 5 3
11th 6 6 6 6 6 4
12th 6 6 6 6 6 5 3
13th 6 6 6 6 6 6 4
14th 6 6 6 6 6 6 5 3
15th 6 6 6 6 6 6 6 4
16th 6 6 6 6 6 6 6 6 4
17th 6 6 6 6 6 6 6 6 4
18th 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 6 6
Unlimited Prestidigitation(Sp): Starting at first level, a street magician may cast prestidigitation an unlimited number of times per day.It does not count toward his daily spell limit.
Perceptive Eye(Ex): A first level street magician knows much about illusions of all kinds.He gains a +4 bonus on all saves to disbelieve an illusion.
Smoke and Mirrors (ex): The Street Magician has learned to apply mundane tricks to make his illusions more realistic. By making a Sleight of Hand Check (DC 10+Level of Spell being cast) the Street Magician is capable of subtly using alchemical substances (like smoke sticks and thunderstones) to increase the difficult to disbelieve illusions spells he casts. The DC to disbelieve the illusion is increased by +1 for every 5 points the Street Magician succeeded over the DC of the Sleight of Hand check made to use this ability.
Fashion replica(EX): At 3rd level, a street magician gains the ability to fashion a mundane replica of any object he has seen. The replica has a hardness 3 and 1d6 hitpoints.The replica does not perform any function the original item did and cannot be used as a weapon.
Mimick Magicks(Sp): At 4th level, a street magician learns how to mundanely mimick arcane spells. The spells a 4th level street magician can mimick are;
Acid arrow: an inflated animal bladder(4gp), two acid flasks (20 gp), pour acid into bladder and throw
Acid fog: fire, 2 acid flasks/level (20 gp/level), put the acid flasks (still closed) into the fire.
Fireball: Materials Needed: A ball of rags, soaked in oil(cost:1sp);flint and steel(cost:1gp)
This effect deals 1d6 of fire damage per caster level(Maximun 5d6)
Lightning Bolt:Materials Needed: an inflated animal bladder(4gp) and a piece of cloth(Icp); a conductor rod.(6gp)
This effect deals 1d6 points of electricty damage per caster level(Maximum 5d6)
All spells mimicked in this way have a -5 penalty on the total damage rolled.
Spells mimicked in this manner are treated as the spells they are mimicking for the purposes of saves, but are not affected by Spell Resistence,Antimagic Fields, or subject to Counterspelling.Spells can be mimicked 5 times per day plus the street magician's DEX modifier.
Dazzling Fireworks(Ex):A 7th level street magician can cast dazzling fireworks 3 times per day+Cha modifier. A firework display goes of in a designated 20ft square area. All creatures within are dazzled for 1d6 rounds.
Collapse Blade(Sp): At 10th level, a street magician can cast a spell on an enemy's piercing weapon to make it collapse when used to attack. Subject takes a minus 5+CHA modifer penalty on attack rolls. The effect lasts for 1d6 rounds.This ability can be used 3+CHA modifier times per day.
Game of Chance(Su):Once per day,a 14th level street magician may play a game of chance with any creature with Intellegince above animal. Targeted creature must succeed on a Will save (DC 10+CHA modifier) or be forced to play a game of chance. The street magician hides a pea(Or other small object) under one of 3 shells and mixes them up. The creature must find the pea by making an INT check (DC 15+DEX modifer)or take 2d8 points of damage.
Performance of Ultimate Illusion(Su): The ultimate ability of a street magician.Once per day, a 20th level street magician can make a Perform check ( DC 10) and weave a spectacular Illusion across a 100ft square area. All creatures with must make a Will save( DC 15+CHA modifier) or become entranced by the effect.THe street magician can choose one of 2 effects.
1. Horrendous Nightmare :All creatures that fail their saves believe they are trapped in a dark land filled with horrors. They act as though under the effects of a fear spell and if attacked by the phantasmal horrors,suffer 2d6 points of damage.
2.Pleasant Dream : All creatures who fail their saves believe they are surrounded by pleasant things and are fascinated for the duration of the effect. Effected creatures take a -5+CHA modifier penalty on all Wisdom based checks.
Each affect lasts for 1d6 rouns per caster level(Maximum 10d6)