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ngilop
2018-11-14, 01:43 PM
Abjurer
Masters of protective magic, abjurers can fill many roles in a campaign, from bodyguard to battlemage to adventurer. Although it lacks offensive options, the school of abjuration provides some of the most effective combat spells in the game. An evoker or transmuter might find it easier to bring down large groups of foes, but an abjurer is far more likely to bring herself and her companions through a fight alive.
An Abjurer does not gain the bonus feats at 5th, 10th, 15th, or 20th level nor Scribe Scroll as a bonus feat at 1st level.

Aura of Protection (Ex)
Once per day plus an additional time per Wisdom modifier, an abjurer can generate a protective aura in a 10 foot radius that shields against both physical and magical attacks. When the abjurer generates this field, she grants a +2 deflection bonus to her Armor Class and a +2 resistance bonus on all saving throws. This ability requires a standard action to activate, and each use protects against only one attack or spell. Once activated, the protective aura lasts for 1 minute or until attacked or required to make a saving throw, whichever comes first.

Resistance (Ex)
The abjurer at 5th level gains resistance 10 to an energy type of her choice, chosen when she prepare spells. This resistance can be changed each day. At 10th level, this resistance increases to 20. At 15th level, the Abjurer gains energy resistance 10 to a second energy type. At 20th level this changes to immunity to the initial energy type and resistance 20 to the second energy type.

Aura of Banishment (Su)
At 10th level, the abjurer can emit a 30-foot aura of banishment for a number of rounds per day equal to twice her wizard level. Any summoned or called creature in the area must make a Will save at DC 10 +1/2 abjurer level + Wisdom modifier each round. Once the creature fails a Will saving throw, it is staggered as long as it remains inside the aura. If it fails a second Will saving throw, it is immediately sent back to its home plane and the spell that summoned it immediately ends. If that spell summoned more than one creature, only the creature that failed its saving throws is affected. These rounds do not need to be consecutive.

Spontaneous Dispelling (Ex)
At 15th level, an abjurer gains the ability to spontaneously cast the spell greater dispel magic or dispel magic. This ability is similar to the cleric's ability to spontaneously cast cure spells. Any spell of 3rd level or greater can be used to swap out for dispel magic and any spell of 7th level or higher can be swapped out for greater dispel magic.
An abjurer can use it in conjunction with a readied action to use dispel magic or greater dispel magic as a counterspell.

Disruptive Aura (Su)
At 20th level, an abjurer gains the ability to disrupt spellcasting around herself. While the field is in place, anyone attempting to cast a spell or use a spell-like ability within 20 feet must make a concentration check in addition to any other required concentration checks. The DC of this check is equal to 10 + twice the spell’s level + the abjurer’s intelligence modifier. If the check is failed, the target’s spell is wasted. This field can be created and dismissed as a move action. An Abjurer can exclude a number of creatures from this aura equal to 3 + Intelligence modifier. An abjurer is immune to her own field.

Conjurer
One of the most versatile schools of magic, conjuration offers its disciples an effective solution to nearly any task: simply summon the appropriate monster and let it solve the problem. In combat, high-level conjurers fight from behind wave after wave of summoned foes, and in most battles they simply direct their summoned allies into the conflict. In addition to these vaunted summoning powers, conjuration provides effective combat spells and access to teleportation magic.
A Conjurer does not gain the bonus feats at 5th, 10th, 15th, or 20th level nor Scribe Scroll as a bonus feat at 1st level.

Enhanced Summoning (Ex)
At 1st level, whenever the conjurer casts a conjuration (summoning) spell, its duration increases by a number of rounds equal to charisma modifier.
At 5th level, the conjurer's summoned creatures gain an additional +2 bonus to Strength and Constitution.
At 15th level, these bonuses increase to +4 to Strength and Constitution. These bonuses stack with those granted by the Augmented Summoning feat.

Rapid Summoning (Ex)
At 10th level any time a conjurer casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Conjurers gain the normal benefits from enhancing a summon monster spell with the Quicken Spell feat.

Dimensional Shift (Su)
At 15th level, a Conjurer can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. The conjurer must be able to see the space that he is moving into. The conjurer cannot take other creatures when using this ability (except for familiars). You can move 5 feet for every two wizard levels (minimum 5 feet). A conjurer can use this ability a number of times per day equal to 1 + Intelligence modifier.

Summoning Mastery (Ex)
At 20th level, a conjurer can, when casting a summon monster spell, choose to empower the creature(s) summoned. This causes the duration to increase to 1 minute per level and gives the creature(s) summoned a +2 insight bonus to attack, AC, and saves as well as 8d8 temporary HP.

Diviner
Seekers of knowledge, hoarders of lore, and master spies, diviners are perhaps the most underrated specialist wizards. Because they must give up access to only one other school of magic, they are also the most versatile specialists. More than any other specialists, diviners excel at gathering information, and an adventuring party that includes a diviner is much more likely to prepare properly for an adventure.
A Diviner does not gain a familiar, Scribe Scroll, nor the bonus feats at 5th, 10th, 15th, and 20th.

Enhanced Awareness (Ex)
A diviner using this variant adds Sense Motive to her list of class skills and Improved Initiative as a bonus feat. In addition, she gains minor benefits when casting certain divination spells.
She needs only to study an item for 10 minutes (rather than 1 hour) when casting identify.
An arcane eye cast by the diviner travels at 20 feet per round when studying its surroundings (rather than 10 feet per round).

Diviner’s Fortune (Sp)
When a diviner reaches 5th level, she can touch any creature as a standard action to give it a +2 insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws for 1 minute. A diviner can use this ability a number of times per day equal to 3 + Wisdom modifier.

Scrying Adept (Su)
At 10th level, a diviner is always aware when she is being observed via magic, as if under the effect of a permanent detect scrying. In addition, whenever the diviner scries on a subject, treat the subject as one step more familiar. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.

Prescience (Su)
At 15th level at the beginning of the day, a diviner rolls a number of d20s equal to 5 + Intelligence modifier. At any point during the day, she may switch out the result of one of these rolls as the result of any d20 roll. A diviner can only replace 1 d20 roll in a particular round.

Foretell (Su)
A 20th level diviner can utter predictions of the immediate future. She emits a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by the diviner upon reaching 20th level. If she chooses to aid, the diviner and her allies gain a +2 bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If she chooses to hinder, enemies take a –2 penalty on those rolls instead. Allies and enemies must be able to see and hear the diviner to take the appropriate bonus or penalty.

Enchanter
Charmer, schemer, deceiver, pacifist: an enchanter can be all these and more. As a practitioner of one of the most subtle schools of magic, an enchanter might charm a guard into opening a well-defended gate that fifty warriors couldn't take by force. Good-aligned enchanters use their powers to seek out truth and encourage others onto the path of good, while their evil counterparts bend others’ minds at their whim and gather personal power as rapidly as possible.
An enchanter does not gain a familiar nor the bonus feats at 5th, 10th, 15th, and 20th.

Social Proficiency (Ex)
Enchanters are as proficient at manipulating others through mundane means as they are at influencing their minds magically. Add the following skills to the character's list of wizard class skills: Bluff, Diplomacy, Gather Information, and Intimidate. The enchanter also gains a +2 competence bonus on checks involving one of these skills (player's choice) every five levels (5th, 10th, 15th, and 20th). This bonus can only be applied no more than twice to each skill.

Thrall
Upon reaching 5th level, an enchanter gains the service of a loyal thrall of the player's choice (with the game master's approval). The thrall is a 3rd-level character when first gained; after that point, follow the normal rules described in the Leadership feat to determine the thrall's level, but treat the enchanter's level as being two lower than normal. The thrall gained from this ability can only progress in an NPC class and can only attain a maximum level equal to the enchanter’s level -4.
If the enchanter later selects the Leadership feat, he attracts followers as normal including gaining the cohort, and the enchanter automatically qualifies for the "special power" modifier to his Leadership score.

Force of Will (Ex)
At 10th level the Enchanter can send thoughts and instructions telepathically to any creature within 60 feet that she have charmed or dominated as though you shared a common language affected creatures can communicate back to you via the telepathic link as well. In addition whenever the enchanter succeeds at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.

Irresistible Touch (Su)
At 15th level as a standard action, the enchanter can attempt to dominate a creature as a touch attack as though using the dominate monster spell, except that the creature must have a number of Hit Dice equal to or less than your wizard level. The targeted creature receives a Will saving throw each round to negate the effect. The DC is equal to 10 + 1/2 enchanter level + charisma modifier. The enchanter can dominate creatures for a number of rounds per day equal to enchanter level. She must concentrate as a standard action to maintain control over a dominated creature.

Demand (Ex)
At 20th level an enchanter selects 1 enchantment spell for every spell level, that once selected may never change. These spell have their DCs increased by the enchanter’s Charisma modifier.

Evoker
Masters of the raw power of magical energy, evokers can turn the tide of a battle with a single powerful spell, leveling groups of foes faster than any other practitioner of magic. Where some wizards focus on careful spell preparation and protective spells to survive combat encounters, evokers simply blast away with powerful energy attacks. Their prodigious offensive abilities ensure that evokers become the center of an adventuring group's battle plan.
An evoker does not gain Scribe Scroll, nor the bonus feats at 5th, 10th, 15th, and 20th.

Intense Spells (Su)
Whenever an evoker casts an evocation spell that deals hit point damage, add evoker level to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.

Energy Substitution (Ex)
An evoker of 5th level or higher can substitute energy of one type for another. When preparing spells for the day the evoker chooses an energy type (acid, cold, electricity, fire, or sonic). When casting a spell that deal one of the above energy types, he can change the energy descriptor and the spell's effects to the energy type selected.

Lingering Evocations (Su)
At 10th level any evocation spell cast by the evoker deals lingering damage on the round immediately following the round the spell was cast if the spell was instantaneous, or the round after the spell’s duration ends if the duration was longer than instantaneous. This damage is half the damage done by the spell in a round. For example: a fireball cast by a level 10 evoker would do 10d6/2 damage the round after fireball was cast, whilst an ice storm cast by the same evoker would do 5d6/2 on the 11th round.

Resistance Penetration (Ex)
A 15th level Evoker can ignore energy resistance a number of times per day equal to 3 + Intelligence modifier. An evoker can spend 2 uses of this ability to have his evocation spells still deal half damage to a creature normally immune to the particular energy type.

Evocation Mastery (Ex)
An evoker at 20th level chooses 2 spells of each spell level that once chosen can never be changed. When casting the selected spells they are empowered as the metamagic feat. This does not change the spell’s spell level nor does it stack with the empower metamagic feat.

Illusionist
Illusionists control their surroundings by shaping, distorting, and deceiving the perceptions of others. To some their abilities seem weak, because they only distort and disguise rather than effecting true change, but those affected by an illusionist's spells know better, understanding that their own senses can be turned against them at any time.
An Illusionist does not gain a familiar, the bonus feats at 5th, 10th, 15th, or 20th level, nor Scribe Scroll as a bonus feat at 1st level.

Extended Illusions (Su)
Any illusion spell an illusionist casts with a duration of “concentration” lasts a number of additional rounds equal to 1/2 her wizard level after she stops maintaining concentration (minimum +1 round).

Bedeviling Aura (Su)
At 5th level, an illusionist can emit a 30-foot aura that bedevils her enemies with phantasmal assailants. Enemies within this aura move at half speed, are unable to take attacks of opportunity, and are considered to be flanked. This is a mind-affecting effect. An illusionist can use this ability for a number of rounds per day equal to twice her wizard level. These rounds do not need to be consecutive.

Misdirection (Su)
At 10th level the illusionist gains the benefits of misdirection (Will DC = 20 + your Intelligence modifier). As a standard action a number of times per day equal to 3 + the illusionist’s Dexterity modifier, she can enact the effect which duplicates the effects of the spell, expect the duration is in minutes.

Double Illusion (Su)
At 15th level while casting an illusion spell, an illusionist coils the illusion upon itself. Any creature that disbelieves the illusion sees a second illusion within the translucent outline of the first, as if the illusionist had cast the spell a second time. Effectively, after a creature disbelieves the first illusion, it sees a second illusion in its place, which it must attempt to disbelieve separately. The illusionist must determine the features of the second illusion as he casts the first. If the second illusion is especially similar to the first one, creatures that study or interact with it receive a +4 bonus on the save to disbelieve the effect.

Illusory Reality (Ex/Sp)
When an illusionist cast an illusion spell she can choose one inanimate, nonmagical object that is part of the illusion and make that object real. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
The object can't deal damage or otherwise directly harm anyone. Furthermore the illusionist can use Disguise self as a spell-like ability at-will.

Necromancer
Wrapped in mystery and burdened by reputations of evil, necromancers control dangerous energies that rob the living of strength and grant unlife to the dead. The most powerful necromancers command dangerous undead minions and threaten towns, cities, and sometimes even entire kingdoms with their power. Although necromancers make excellent villains and nemeses for a group of adventurers, neutral- and good-aligned necromancers who view themselves as the shepherds of the living and guardians of the dead can also prove valuable allies.
A necromancer does not gain a familiar, the bonus feats at 5th, 10th, 15th, or 20th level, nor Scribe Scroll as a bonus feat at 1st level.

Undead Minion (Ex)
A 1st-level necromancer begins play with an undead minion (a human warrior skeleton or human commoner zombie). If this minion should be destroyed the necromancer can perform a ritual obtaining a new minion which takes 24 hours and uses up magical materials that cost 100 gp, plus 25 gold per hit die of the new undead minion.
This creature is a loyal servant that follows the necromancer's commands and accompanies her on adventures if desired. If the undead minion is destroyed, the necromancer suffers no ill effects.
At 1st level, the minion is completely typical, but it gains power as the necromancer gains levels. The minion improves as follows and the necromancer can have an undead minion from one of the alternative lists, the creature gains abilities as if the necromancer’s level were lower than it actually is. Subtract the value indicated in the appropriate list header from the necromancer’s level and compare the result with the wizard level entry on the table to determine the undead minion’s powers. (If this adjustment would reduce the necromancer’s effective level to 0 or lower, she can’t have that undead as a minion.)



Level
Bonus HD
Str Dex Adj
Natural Armor Adj
Special


1st
-
-
-
Share Spells


2nd-3rd
+2
+2
-
See Invisibility, Magic Attack


4th-5th
+4
+2
+1
Evasion, Toughness


6th-7th
+6
+4
+1
Lifetap


8th-9th
+8
+4
+2
Turn Resistance


10th-11th
+10
+6
+2



12th-13th
+12
+6
+3



14th-15th
+14
+8
+3
Toughness


16th-17th
+16
+8
+4
Improved Evasion


18th-19th
+18
+10
+4
Greater Turn Resistance


20th
+20
+10
+5
Death's Caress



Undead minion Basics
Use the base statistics for a creature of the minion’s kind, but make the following changes.
Level
The character’s necromancer level. The necromancer’s class levels stack with levels of any other classes that are entitled to an undead minion for the purpose of determining the companion’s abilities and the alternative lists available to the character.
Bonus HD
Extra twelve-sided (d12) Hit Dice. Remember that extra Hit Dice improve the undead minion’s base attack and base save bonuses. An undead minion’s base attack bonus is the same as that of a necromancer of a level equal to the undead minion’s HD. An undead minion has good will saves (treat it as a character whose level equals the undead minion’s HD). An undead minion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.
The number noted here is an improvement to the undead minion’s existing natural armor bonus.
Str/Dex Adj.
Add this value to the undead minion’s Strength and Dexterity scores.
Share Spells (Ex)
At the necromancer’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her undead minion. The undead minion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the undead minion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the necromancer before the duration expires.
Additionally, the necromancer may cast a spell with a target of "You" on her undead minion (as a touch range spell) instead of on herself. A necromancer and her undead minion can share spells even if the spells normally do not affect creatures of the minion’s type (undead).
See Invisibility (Su)
The undead minion gains the ability to see invisible objects or being as per see invisibility, but only within a range of 60 feet.
Magic Attack (Ex)
The natural attacks of the undead minion count as magic for purposes of overcoming damage reduction
Toughness
The undead minion gains Toughness as a bonus feat.
Evasion (Ex)
If an undead minion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Life Tap (Su)
An undead minion’s successful attacks heal it for 1d4 point of damage, plus 1 for every 4th HD the minion has.
Turn Resistance (Ex)
The undead minion counts as having 4 more hit die than it does, in regard to attempts to turn or rebuke it.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, an undead minion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Greater Turn Resistance (Ex)
Any being attempting to turn the undead minion must roll twice and take the lower result.
Death’s Caress (Su)
When an undead minion deal a successful critical strike, it deals 1 negative level to the target. This stacks with any negative levels the undead minion might deal on its own, such as a higher level necromancer taking a wight as a choice for undead minion.


Alternative Undead Minions
A necromancer of sufficiently high level can select her undead minion from one of the following lists, applying the indicated adjustment to the necromancer’s level for purposes of determining the minion’s characteristics and special abilities. NOTE: Undead Minions lose the ability to create spawn.
Level -3: Ghoul
Level -5: Ghast, Shadow, Wight
Level -7: Mummy, Wraith
Level -11: Bodak, Morhg
Level -13: Devourer

Enhanced Undead (Ex)
At 5th level any time the necromancer using creates an undead creature (such as with animate dead, create undead, or create greater undead), all undead creatures created gain a +4 enhancement bonus to Strength and Dexterity, and two additional hit points per Hit Die. This ability does not affect the number or Hit Dice of animated creatures that the necromancer can create or control.

Fear Aura (Su)
A Necromancer can, beginning at 10th level, radiates a 10-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10 + 1/2 his class level + Charisma modifier) or become shaken. A creature who successfully saves cannot be affected by that dread necromancer's fear aura for 24 hours. A necromancer can use this ability a number of times per day equal to 3 plus Wisdom modifier and it lasts for 1 minute.

Curse Mastery (Ex)
A 15th level necromancer empowers their curses. The following spells apply a negative level in addition to the spell’s normal effects: Touch of Fatigue, Ray of Enfeeblement, Ray of Exhaustion, Bestow Curse, Blight, Symbol of Pain, Eyebite, Symbol of Fear, Symbol of Weakness, Symbol of Death

Undead Apothesis (Ex)
At 20th level, the necromancer gains a +4 bonus on all saving throws made to resist sleep, stun, paralysis, poison, disease, ability damage, ability drain, or energy drain. As well as a 25% resistance to critical hits, as the light fortification armor special ability. In addition all undead within 20 feet of the necromancer gains a +1 bonus to attacks and saving throws, as well as a +2 bonus to turn resistance.

Transmuter
Masters of change, transmuters are among the most varied and versatile specialists. Transmutation spells, by their very nature, can change the environment and allow the spellcaster to solve nearly any problem.
A transmuter does not gain Scribe Scroll, nor the bonus feats at 5th, 10th, 15th, and 20th.

Augemented Enhancement (Ex)
Whenever a transmuter cast a spell that gives an enhancement bonus to an ability score it increases by 2 as well as giving a bonus to natural armor of +1. This increases by +2 and +1 respectively for the ability score and natural armor bonus at 7th and 14th levels.

Perfection of Self (Su)
At 5th level, as a swift action you can grant yourself and an additional number of allies equal to Dexterity Modifier an enhancement bonus to a single ability score equal to 2 plus one half transmuter level (maximum +10) for one round per level. You may use this ability for a once per day equal to your wizard level, plus a number of times equal to Dexterity modifier.

Transmutable Memory (Ex)
At 10th level a transmuter can alter some of his prepared spells in a short amount of time. Once per day, the transmuter can give up a number of prepared spell levels (up to a maximum total equal to half his class level) and prepare different spells in their place, as long as the number of newly prepared spell levels is equal to or less than the number of spell levels given up (0-level spells don't count). For example, a 12th-level transmuter can lose two 1st-level spells and two 2nd-level spells from memory (a total of six spell levels, half the character's class level) and prepare two 3rd-level spells.
Using this ability requires a number of minutes of concentration equal to the number of spell levels given up. If the transmuter's concentration is broken during this time, all spells to be lost are gone and no spells are gained in their place.

Aura of Instability (Su)
A transmuter projects a 10 foot radius aura starting at 15th level that transforms a creature into a spongy, amorphous mass, its shape melting and writhing uncontrollably. An affected creature is unable to hold or use any item. Soft or misshapen feet and legs reduce speed to 10 feet, or one-quarter normal, whichever is less (minimum 5 feet). The victim becomes blinded and cannot cast spells or use magic items, and searing pain renders it incapable of attacking. While in this form, the creature has immunity to extra damage from critical hits and sneak attacks due to its amorphous nature, as well as any spell or effect that would change its form. The creature must make a Fortitude save at DC 10 +1/2 transmuter level +Dexterity modifier every round it is within the aura. A successful save renders the creature immune to the effects of the aura for 24 hours. A transmuter can exclude a number of targets from the effects of the aura equal to his Intelligence modifier. A transmuter and his familiar are immune to his own aura.

Alchemic Mastery Ex/Su
At 20th level a transmuter has discovered a cure for aging, and from this point forward he takes no penalty to his physical ability scores from advanced age. If the alchemist is already taking such penalties, they remain. In addition the transmuter learns how to create a philosopher’s stone, and can do so once per month at no cost. Creating a philosopher’s stone takes 1 day of work.

Universal
Fast Study (Ex)
Thanks to mental discipline and clever mnemonics, a wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute. In addition, he gains a bonus spell of the highest spell level he can cast.

Knowledge (Ex)
A wizard gains a +3 bonus to all knowledge checks starting at 5th level, increasing my +1 every 5th level thereafter.

Arcane Item Mastery (Ex)
When, at 10th level, using a wand or scroll that the wizard did not create, he uses his own Intelligence modifier to set the save DC of the item instead of the default. In addition the caster level of the wand or scroll increase by 1.

Advanced Spell Theory (Ex)
A wizard at 15th level can apply a meta-magic feat he knows to a spell without increasing the level of the spell. This can be done a once a day, plus an additional times per day equal to Constitution modifier, however a wizard may not use this ability more than once a combat encounter or 10 minutes. Whichever comes later.

Mystic Discovery (Ex)
At 20th level, a wizard can select one spell per Intelligence modifier from the cleric or druid spell list. That spell in all regards is treated as an arcane wizard spell of 1 level higher. For example: the wizard treats Chaos Hammer as a level 5 wizard spell.


Still a wok in progress: I have no figured out what to give a 20th level transmuter nor have I gotten to figuring out exactly how to do the undead minion.

rferries
2018-11-16, 03:07 AM
I like 'em! :)

ngilop
2018-11-16, 06:59 PM
I like 'em! :)

Thanks, any ideas on what I should have for a 20th level ability for Transmuters and what level penalty the more powerful undead should be at?

rferries
2018-11-17, 01:42 AM
Transmutation - something to do with Alchemy? (Philosopher's Stone, Elixir of Life, Universal Solvent, Homunculi, etc)

Undead - maybe use Level Adjustment or the summon undead spells as a guideline for how powerful the various undead are?

ngilop
2018-11-17, 02:02 PM
Transmutation - something to do with Alchemy? (Philosopher's Stone, Elixir of Life, Universal Solvent, Homunculi, etc)

Undead - maybe use Level Adjustment or the summon undead spells as a guideline for how powerful the various undead are?

Good Idea on the alchemy stuff. It has been applied.

rferries
2018-11-19, 02:04 AM
Looks good! :)

ngilop
2018-11-20, 04:21 PM
Looks good! :)

I want to give a 20th level undead minion an ability.. But I cannot think of one.

Also, does the 20th level ability for Universal Wizard make sense?

ngilop
2022-03-14, 09:42 PM
Ok I came back to this after forgetting this was even a thing. I finalized the undead minion, and edited some abilities to make some more sense.

As always, any critique and feedback is wonderful!.