rferries
2017-07-01, 04:19 AM
Yet more feats for the revised wizard (http://www.giantitp.com/forums/showthread.php?528549-Revamped-Wizard-Take-2-(the-class)) class. Just generalist wizard and a few more feats to make, then a whole bunch of revising.
Apprentice Evoker [Arcane]
You have started specialist training in evocation magic.
Prerequisites
Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (architecture and engineering) 4 ranks, Spellcraft 4 ranks, Combat Casting, Charisma 12.
Benefit
Intimidate is always considered a class skill for you. You gain one skill point for each cross-class skill rank you have already invested in Intimidate when you take this feat.
You may turn constructs and intelligent magic items as a 3.5 cleric turns undead, by expending a use of Willpower.
As a free action, you may spend a daily use of Willpower to enhance your melee attacks with energy damage until the end of that round. Any successful attack you make that round deals 1d6 points of acid, cold, electrical, fire, force, or sonic (your choice) damage per caster level to your target (in addition to any damage from the attack itself). While using this ability you may choose to make melee touch attacks in place of melee weapon attacks, natural weapon attacks, or unarmed strikes (and if your base attack bonus is sufficiently high you may make multiple touch attacks in this way). You may use this ability only once per round.
Special
A wizard with 5 or more ranks in Knowledge (architecture and engineering) gains a +2 bonus on turning checks against constructs.
If you have selected the Supernatural Sagacity feat, you may spend the bonus skill points from that feat on Intimidate.
Master Evoker [Arcane]
You have completed your formal training in evocation magic.
Prerequisites
Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (architecture and engineering) 9 ranks, Spellcraft 9 ranks, Apprentice Evoker, Combat Casting, Spell Focus (evocation), Charisma 14.
Benefit
Whenever you apply metamagic feats to an evocation spell, you may spend a daily use of Willpower to reduce the total metamagic adjustment of that spell by your Intelligence modifier (to a minimum of +1). The casting time of any spell you cast in this way is increased to one full-round action (or more, if it already had a longer casting time).
In addition to spending daily uses of Willpower to enhance your melee attacks (as described under Apprentice Evoker), you may spend them to enhance your ranged attacks (including spells that make ranged touch attacks). While using this ability you may choose to make ranged touch attacks in place of any other attack (and if your base attack bonus is sufficiently high you may make multiple ranged attacks in this way). Ranged touch attacks you make in this way have a range of close (25 ft. + 5 ft./2 levels). You may use this ability only once per round.
Arch-Evoker [Arcane]
You represent the pinnacle of evocation magic proficiency.
Prerequisites
Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (architecture and engineering) 15 ranks, Spellcraft 15 ranks, Apprentice Evoker, Combat Casting, Greater Spell Focus (evocation), Master Evoker, Spell Focus (evocation), Charisma 16.
Benefit
Whenever you spend a daily use of Willpower to enhance your ranged attacks (as described under Master Evoker), if you choose to make ranged touch attacks the range of those attacks is increased to long (400 ft. + 40 ft./level).
You can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses, by spending a daily use of Willpower. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. You decide whether to alter the spell’s energy type and choose the new energy type when you begins casting.
Your evocation spells overcome any energy resistance that is less than your caster level, and ignore the hardness of inanimate objects and structures.
Apprentice Illusionist [Arcane]
You have started specialist training in illusion magic.
Prerequisites
Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (local) 4 ranks, Spellcraft 4 ranks, Deceitful, Charisma 12.
Benefit
Bluff, Disguise, Forgery, Hide, Move Silently, Perform (illusions) and Sleight of Hand are always considered class skills for you. You gain one skill point for each cross-class skill rank you have already invested in those skills when you take this feat.
A character with proof that your illusions aren’t real still needs to make a saving throw. A viewer that has been informed that one of your illusions isn’t real does not receive a +4 bonus on their saving throw.
Special
If you have selected the Supernatural Sagacity feat, you may spend the bonus skill points from that feat on Bluff, Disguise, Forgery, Hide, Move Silently, Perform (illusions) and Sleight of Hand.
Master Illusionist [Arcane]
You have completed your formal training in illusion magic.
Prerequisites
Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (local) 9 ranks, Spellcraft 9 ranks, Apprentice Illusionist, Deceitful, Spell Focus (illusion), Charisma 14.
Benefit
Whenever you cast an illusion spell, you may spend a daily use of Willpower to cast it as an illusion (shadow) spell. If it was not already an illusion (shadow) spell, it becomes 1% real per caster level for any viewer that fails their save (any viewer that succeeds on their save is still completely immune to the illusion). If it was already an illusion (shadow) spell, this instead stacks with the base % “realness” for any viewer that succeeds on their save.
Creatures that are immune to mind-affecting effects are not immune to your mind-affecting illusion spells, though they gain a +4 bonus on saves against such spells. Creatures with true seeing and similar abilities do not automatically save against your illusions, though they gain a +4 bonus on saves against such spells.
Arch-Illusionist [Arcane]
You represent the pinnacle of illusion magic proficiency.
Prerequisites
Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (local) 15 ranks, Spellcraft 15 ranks, Apprentice Illusionist, Deceitful, Greater Spell Focus (illusion), Master Illusionist, Spell Focus (illusion), Charisma 16.
Benefit
You may spend three daily uses of your Willpower to cast wish as a spell-like ability, with the proviso that you must succeed on a Bluff check against any creature that is harmed or aided by the spell (including yourself). If the wish produces a long-lasting effect (such as a magic item, a bridge across a crevasse, etc.), this Bluff check must be repeated every day for every creature that interacts with the effect. If your Bluff check fails then a creature is completely unaffected by the wish or its effects.
Apprentice Necromancer [Arcane]
You have started specialist training in necromancy magic.
Prerequisites
Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (religion) 4 ranks, Spellcraft 4 ranks, Improved Turning, Wisdom 12.
Benefit
Intimidate is always considered a class skill for you. You gain one skill point for each cross-class skill rank you have already invested in Intimidate when you take this feat.
You gain the undead empathy class feature. This works as the 3.5 druid’s wild empathy class feature save that you may only use it to influence the attitudes of undead. You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).
Whenever you use the undead empathy class feature, you may spend a daily use of Willpower (in addition any daily use you have already spent) to rebuke or command affected undead as a 3.5 cleric.
Special
A wizard with 5 or more ranks in Knowledge (religion) gains a +2 bonus on undead empathy checks.
If you have selected the Supernatural Sagacity feat, you may spend the bonus skill points from that feat on Intimidate.
Master Necromancer [Arcane]
You have completed your formal training in necromancy magic.
Prerequisites
Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (religion) 9 ranks, Spellcraft 9 ranks, Apprentice Necromancer, Improved Turning, Spell Focus (necromancy), Wisdom 14.
Benefit
Whenever a creature fails a save against one of your necromancy spells, it is shaken for the duration of the spell or for one round per caster level (whichever is longer). This stacks with any other fear condition produced by the spell.
Creatures that are immune to fear are not immune to your necromantic fear effects (including the above ability), though they gain a +4 bonus on saves against such effects.
You gain the energy drain special attack. Living creatures hit by your unarmed strikes, natural weapons, and melee touch attacks gain one negative level. You may make melee touch attacks in place of unarmed strikes. The DC for the Fortitude save to remove a negative level is 10 + one-half your character level + your Charisma modifier. For each such negative level bestowed, you gain 5 temporary hit points. These temporary hit points last one hour.
Arch-Necromancer [Arcane]
You represent the pinnacle of necromancy magic proficiency.
Prerequisites
Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (religion) 15 ranks, Spellcraft 15 ranks, Apprentice Necromancer, Greater Spell Focus (necromancy), Improved Turning, Master Necromancer, Spell Focus (necromancy), Wisdom 16.
Benefit
Creatures that are immune to death effects are not immune to your necromantic death effects, though they gain a +4 bonus on saves against such effects. Whenever you kill a creature with a necromancy spell, you gain a +10 bonus on undead empathy checks against undead created from that creature.
Whenever you create an undead creature (through create undead, greater create undead, or similar methods) you may spend a daily use of your Willpower. If you do, you automatically succeed on the next undead empathy check that you make against that creature.
Undead whose CR is less than your CR minus 5 do not count towards your limit of controlled undead (whether by undead empathy, the animate dead spell, or other means).
If you are undead, your level adjustment (if any) is reduced by 3 (to a minimum of +0).
Apprentice Transmuter [Arcane]
You have started specialist training in transmutation magic.
Prerequisites
Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (dungeoneering) 4 ranks, Spellcraft 4 ranks, Great Fortitude, Intelligence 12.
Benefit
You gain the morphic empathy class feature. This works as the 3.5 druid’s wild empathy class feature save that you may only use it to influence the attitudes of aberrations, oozes, creatures with the [Shapechanger] subtype, and creatures that have been magically mutated or transformed. You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).
Whenever you cast a transmutation spell on a creature, you may spend a daily use of Willpower to double all numerical bonuses and penalties of that spell. If that spell has a duration of at least one minute per caster level, you may also spend a daily use of Willpower to increase the duration of the spell to one hour per caster level.
Special
A wizard with 5 or more ranks in Knowledge (dungeoneering) gains a +2 bonus on morphic empathy checks.
Master Transmuter [Arcane]
You have completed your formal training in transmutation magic.
Prerequisites
Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (dungeoneering) 9 ranks, Spellcraft 9 ranks, Apprentice Transmuter, Great Fortitude, Spell Focus (transmutation), Intelligence 14.
Benefit
Whenever a creature with the shapechanger subtype fails its save against one of transmutation spells, it may not revert to its natural form as a free action.
You gain the [Shapechanger] subtype and the aspect of nature (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#wildShapeVariantAspectOfN ature) wild shape variant as a 3.5 druid of your caster level. You activate this ability by spending daily uses of Willpower in place of uses of wild shape (and may use it freely, up to your daily limit of Willpower) but are otherwise subject to all 3.5 druid restrictions.
Arch-Transmuter [Arcane]
You represent the pinnacle of transmutation magic proficiency.
Prerequisites
Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (dungeoneering) 15 ranks, Spellcraft 15 ranks, Apprentice Transmuter, Great Fortitude, Greater Spell Focus (transmutation), Master Necromancer, Spell Focus (transmutation), Intelligence 16.
Benefit
Whenever you successfully cast a polymorph any object spell of permanent duration on a creature, you automatically succeed on morphic empathy checks against the polymorphed creature.
You may spend a daily use of Willpower to add your caster level to Craft (alchemy) checks and may always take 20 on such checks. You may craft Philosopher’s Stones (http://www.d20srd.org/srd/magicItems/artifacts.htm#philosophersStone) in this way with a successful Craft (alchemy) check (DC 50).
Add your Charisma modifier as an arcane bonus to each of your physical ability scores.
Apprentice Evoker [Arcane]
You have started specialist training in evocation magic.
Prerequisites
Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (architecture and engineering) 4 ranks, Spellcraft 4 ranks, Combat Casting, Charisma 12.
Benefit
Intimidate is always considered a class skill for you. You gain one skill point for each cross-class skill rank you have already invested in Intimidate when you take this feat.
You may turn constructs and intelligent magic items as a 3.5 cleric turns undead, by expending a use of Willpower.
As a free action, you may spend a daily use of Willpower to enhance your melee attacks with energy damage until the end of that round. Any successful attack you make that round deals 1d6 points of acid, cold, electrical, fire, force, or sonic (your choice) damage per caster level to your target (in addition to any damage from the attack itself). While using this ability you may choose to make melee touch attacks in place of melee weapon attacks, natural weapon attacks, or unarmed strikes (and if your base attack bonus is sufficiently high you may make multiple touch attacks in this way). You may use this ability only once per round.
Special
A wizard with 5 or more ranks in Knowledge (architecture and engineering) gains a +2 bonus on turning checks against constructs.
If you have selected the Supernatural Sagacity feat, you may spend the bonus skill points from that feat on Intimidate.
Master Evoker [Arcane]
You have completed your formal training in evocation magic.
Prerequisites
Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (architecture and engineering) 9 ranks, Spellcraft 9 ranks, Apprentice Evoker, Combat Casting, Spell Focus (evocation), Charisma 14.
Benefit
Whenever you apply metamagic feats to an evocation spell, you may spend a daily use of Willpower to reduce the total metamagic adjustment of that spell by your Intelligence modifier (to a minimum of +1). The casting time of any spell you cast in this way is increased to one full-round action (or more, if it already had a longer casting time).
In addition to spending daily uses of Willpower to enhance your melee attacks (as described under Apprentice Evoker), you may spend them to enhance your ranged attacks (including spells that make ranged touch attacks). While using this ability you may choose to make ranged touch attacks in place of any other attack (and if your base attack bonus is sufficiently high you may make multiple ranged attacks in this way). Ranged touch attacks you make in this way have a range of close (25 ft. + 5 ft./2 levels). You may use this ability only once per round.
Arch-Evoker [Arcane]
You represent the pinnacle of evocation magic proficiency.
Prerequisites
Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (architecture and engineering) 15 ranks, Spellcraft 15 ranks, Apprentice Evoker, Combat Casting, Greater Spell Focus (evocation), Master Evoker, Spell Focus (evocation), Charisma 16.
Benefit
Whenever you spend a daily use of Willpower to enhance your ranged attacks (as described under Master Evoker), if you choose to make ranged touch attacks the range of those attacks is increased to long (400 ft. + 40 ft./level).
You can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses, by spending a daily use of Willpower. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. You decide whether to alter the spell’s energy type and choose the new energy type when you begins casting.
Your evocation spells overcome any energy resistance that is less than your caster level, and ignore the hardness of inanimate objects and structures.
Apprentice Illusionist [Arcane]
You have started specialist training in illusion magic.
Prerequisites
Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (local) 4 ranks, Spellcraft 4 ranks, Deceitful, Charisma 12.
Benefit
Bluff, Disguise, Forgery, Hide, Move Silently, Perform (illusions) and Sleight of Hand are always considered class skills for you. You gain one skill point for each cross-class skill rank you have already invested in those skills when you take this feat.
A character with proof that your illusions aren’t real still needs to make a saving throw. A viewer that has been informed that one of your illusions isn’t real does not receive a +4 bonus on their saving throw.
Special
If you have selected the Supernatural Sagacity feat, you may spend the bonus skill points from that feat on Bluff, Disguise, Forgery, Hide, Move Silently, Perform (illusions) and Sleight of Hand.
Master Illusionist [Arcane]
You have completed your formal training in illusion magic.
Prerequisites
Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (local) 9 ranks, Spellcraft 9 ranks, Apprentice Illusionist, Deceitful, Spell Focus (illusion), Charisma 14.
Benefit
Whenever you cast an illusion spell, you may spend a daily use of Willpower to cast it as an illusion (shadow) spell. If it was not already an illusion (shadow) spell, it becomes 1% real per caster level for any viewer that fails their save (any viewer that succeeds on their save is still completely immune to the illusion). If it was already an illusion (shadow) spell, this instead stacks with the base % “realness” for any viewer that succeeds on their save.
Creatures that are immune to mind-affecting effects are not immune to your mind-affecting illusion spells, though they gain a +4 bonus on saves against such spells. Creatures with true seeing and similar abilities do not automatically save against your illusions, though they gain a +4 bonus on saves against such spells.
Arch-Illusionist [Arcane]
You represent the pinnacle of illusion magic proficiency.
Prerequisites
Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (local) 15 ranks, Spellcraft 15 ranks, Apprentice Illusionist, Deceitful, Greater Spell Focus (illusion), Master Illusionist, Spell Focus (illusion), Charisma 16.
Benefit
You may spend three daily uses of your Willpower to cast wish as a spell-like ability, with the proviso that you must succeed on a Bluff check against any creature that is harmed or aided by the spell (including yourself). If the wish produces a long-lasting effect (such as a magic item, a bridge across a crevasse, etc.), this Bluff check must be repeated every day for every creature that interacts with the effect. If your Bluff check fails then a creature is completely unaffected by the wish or its effects.
Apprentice Necromancer [Arcane]
You have started specialist training in necromancy magic.
Prerequisites
Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (religion) 4 ranks, Spellcraft 4 ranks, Improved Turning, Wisdom 12.
Benefit
Intimidate is always considered a class skill for you. You gain one skill point for each cross-class skill rank you have already invested in Intimidate when you take this feat.
You gain the undead empathy class feature. This works as the 3.5 druid’s wild empathy class feature save that you may only use it to influence the attitudes of undead. You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).
Whenever you use the undead empathy class feature, you may spend a daily use of Willpower (in addition any daily use you have already spent) to rebuke or command affected undead as a 3.5 cleric.
Special
A wizard with 5 or more ranks in Knowledge (religion) gains a +2 bonus on undead empathy checks.
If you have selected the Supernatural Sagacity feat, you may spend the bonus skill points from that feat on Intimidate.
Master Necromancer [Arcane]
You have completed your formal training in necromancy magic.
Prerequisites
Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (religion) 9 ranks, Spellcraft 9 ranks, Apprentice Necromancer, Improved Turning, Spell Focus (necromancy), Wisdom 14.
Benefit
Whenever a creature fails a save against one of your necromancy spells, it is shaken for the duration of the spell or for one round per caster level (whichever is longer). This stacks with any other fear condition produced by the spell.
Creatures that are immune to fear are not immune to your necromantic fear effects (including the above ability), though they gain a +4 bonus on saves against such effects.
You gain the energy drain special attack. Living creatures hit by your unarmed strikes, natural weapons, and melee touch attacks gain one negative level. You may make melee touch attacks in place of unarmed strikes. The DC for the Fortitude save to remove a negative level is 10 + one-half your character level + your Charisma modifier. For each such negative level bestowed, you gain 5 temporary hit points. These temporary hit points last one hour.
Arch-Necromancer [Arcane]
You represent the pinnacle of necromancy magic proficiency.
Prerequisites
Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (religion) 15 ranks, Spellcraft 15 ranks, Apprentice Necromancer, Greater Spell Focus (necromancy), Improved Turning, Master Necromancer, Spell Focus (necromancy), Wisdom 16.
Benefit
Creatures that are immune to death effects are not immune to your necromantic death effects, though they gain a +4 bonus on saves against such effects. Whenever you kill a creature with a necromancy spell, you gain a +10 bonus on undead empathy checks against undead created from that creature.
Whenever you create an undead creature (through create undead, greater create undead, or similar methods) you may spend a daily use of your Willpower. If you do, you automatically succeed on the next undead empathy check that you make against that creature.
Undead whose CR is less than your CR minus 5 do not count towards your limit of controlled undead (whether by undead empathy, the animate dead spell, or other means).
If you are undead, your level adjustment (if any) is reduced by 3 (to a minimum of +0).
Apprentice Transmuter [Arcane]
You have started specialist training in transmutation magic.
Prerequisites
Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (dungeoneering) 4 ranks, Spellcraft 4 ranks, Great Fortitude, Intelligence 12.
Benefit
You gain the morphic empathy class feature. This works as the 3.5 druid’s wild empathy class feature save that you may only use it to influence the attitudes of aberrations, oozes, creatures with the [Shapechanger] subtype, and creatures that have been magically mutated or transformed. You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).
Whenever you cast a transmutation spell on a creature, you may spend a daily use of Willpower to double all numerical bonuses and penalties of that spell. If that spell has a duration of at least one minute per caster level, you may also spend a daily use of Willpower to increase the duration of the spell to one hour per caster level.
Special
A wizard with 5 or more ranks in Knowledge (dungeoneering) gains a +2 bonus on morphic empathy checks.
Master Transmuter [Arcane]
You have completed your formal training in transmutation magic.
Prerequisites
Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (dungeoneering) 9 ranks, Spellcraft 9 ranks, Apprentice Transmuter, Great Fortitude, Spell Focus (transmutation), Intelligence 14.
Benefit
Whenever a creature with the shapechanger subtype fails its save against one of transmutation spells, it may not revert to its natural form as a free action.
You gain the [Shapechanger] subtype and the aspect of nature (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#wildShapeVariantAspectOfN ature) wild shape variant as a 3.5 druid of your caster level. You activate this ability by spending daily uses of Willpower in place of uses of wild shape (and may use it freely, up to your daily limit of Willpower) but are otherwise subject to all 3.5 druid restrictions.
Arch-Transmuter [Arcane]
You represent the pinnacle of transmutation magic proficiency.
Prerequisites
Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (dungeoneering) 15 ranks, Spellcraft 15 ranks, Apprentice Transmuter, Great Fortitude, Greater Spell Focus (transmutation), Master Necromancer, Spell Focus (transmutation), Intelligence 16.
Benefit
Whenever you successfully cast a polymorph any object spell of permanent duration on a creature, you automatically succeed on morphic empathy checks against the polymorphed creature.
You may spend a daily use of Willpower to add your caster level to Craft (alchemy) checks and may always take 20 on such checks. You may craft Philosopher’s Stones (http://www.d20srd.org/srd/magicItems/artifacts.htm#philosophersStone) in this way with a successful Craft (alchemy) check (DC 50).
Add your Charisma modifier as an arcane bonus to each of your physical ability scores.