arkanis
2007-12-30, 07:14 AM
Yes, a template for a class. I don’t know if this has been done before, but I’d like to try this one. I don't like how D&D 3.5 has set up school specialization on the Wizards and Sorcerers and don’t like that only Wizards and Sorcerers can specialize. Personally I think a specialist should be a lot more specialized and thus incapable of doing things outside their specialty, but what they do within their specialty they do very well.
Spell Specialist (class template)
Spell Specialist is an aquired template than can be added to Cleric, Druid, Sorcerer, Wizard or any “full spellcasting” class (any base class designed to cast 0-9th level spells before 20th level).
Specialization: Select one school of magic to specialize in.
Spell List: The newly created specialized spellcasting class restricts its spell list in one of the following ways:
Hardcore Specialization: The class's spell list now includes only one school of magic (the selected one) although it can select spells within this school of magic from any spell list. However, any spells cast by the class remain divine if the class is divine and remain arcane if the class is arcane.
Standard Specialization: The class's spell list now includes only three schools of magic, one of which must the selected school.
Special: The class retains all its statistics, spells, and other special abilities plus gains the following special abilities as follows:
Level | Special
1st | Detect school, school knowledge
2nd | Spell Focus +1
3rd | Spell Resistance +1
4th | Spell Specialization +1
5th | -
6th | Spell Focus +2
7th | Spell Resistance +2
8th | Spell Specialization +2
9th | -
10th | Spell Focus +3
11th | Spell Resistance +3
12th | Spell Specialization +3
13th | -
14th | Spell Focus +4
15th | Spell Resistance +4
16th | Spell Specialization +4
17th | -
18th | Spell Focus +5
19th | Spell Resistance +5
20th | Spell Specialization +5
Detect School: At 1st level a spell specialist can use detect magic as a spell-like ability at will. However, this ability can only detect magic from the specialist’s selected school of magic.
School Knowledge: At 1st level a spell specialist gains a +4 bonus to Spellcraft checks made to recognize spells from their selected school of magic.
Spell Focus: At 2nd level a spell specialist adds a +1 to the DC of all spells and spell-like abilities they cast from their selected school of magic. This bonus is also applied to any attack rolls made with spells and spell-like abilities from their selected school. This bonus increases by +1 for every four levels hereafter.
Spell Resistance: At 3rd level a spell specialist adds a +1 to all saves and checks they make to resist effects from their selected school of magic. This bonus is also applied to their armor class against attack rolls produced from spells and spell-like abilities of their selected school. This bonus increases by +1 for every four levels hereafter.
Spell Specialization: At 4th level a spell specialist treats their effective caster level as 1 level higher for all spells and spell-like abilities they cast from their selected school of magic. This also treats the caster’s effective hit dice for such spells as 1 level higher for the purposes of hit dice limits (such as those listed in the Sleep spell or Polymorph spell). This bonus increases by +1 for every four levels hereafter.
Spell Specialist (class template)
Spell Specialist is an aquired template than can be added to Cleric, Druid, Sorcerer, Wizard or any “full spellcasting” class (any base class designed to cast 0-9th level spells before 20th level).
Specialization: Select one school of magic to specialize in.
Spell List: The newly created specialized spellcasting class restricts its spell list in one of the following ways:
Hardcore Specialization: The class's spell list now includes only one school of magic (the selected one) although it can select spells within this school of magic from any spell list. However, any spells cast by the class remain divine if the class is divine and remain arcane if the class is arcane.
Standard Specialization: The class's spell list now includes only three schools of magic, one of which must the selected school.
Special: The class retains all its statistics, spells, and other special abilities plus gains the following special abilities as follows:
Level | Special
1st | Detect school, school knowledge
2nd | Spell Focus +1
3rd | Spell Resistance +1
4th | Spell Specialization +1
5th | -
6th | Spell Focus +2
7th | Spell Resistance +2
8th | Spell Specialization +2
9th | -
10th | Spell Focus +3
11th | Spell Resistance +3
12th | Spell Specialization +3
13th | -
14th | Spell Focus +4
15th | Spell Resistance +4
16th | Spell Specialization +4
17th | -
18th | Spell Focus +5
19th | Spell Resistance +5
20th | Spell Specialization +5
Detect School: At 1st level a spell specialist can use detect magic as a spell-like ability at will. However, this ability can only detect magic from the specialist’s selected school of magic.
School Knowledge: At 1st level a spell specialist gains a +4 bonus to Spellcraft checks made to recognize spells from their selected school of magic.
Spell Focus: At 2nd level a spell specialist adds a +1 to the DC of all spells and spell-like abilities they cast from their selected school of magic. This bonus is also applied to any attack rolls made with spells and spell-like abilities from their selected school. This bonus increases by +1 for every four levels hereafter.
Spell Resistance: At 3rd level a spell specialist adds a +1 to all saves and checks they make to resist effects from their selected school of magic. This bonus is also applied to their armor class against attack rolls produced from spells and spell-like abilities of their selected school. This bonus increases by +1 for every four levels hereafter.
Spell Specialization: At 4th level a spell specialist treats their effective caster level as 1 level higher for all spells and spell-like abilities they cast from their selected school of magic. This also treats the caster’s effective hit dice for such spells as 1 level higher for the purposes of hit dice limits (such as those listed in the Sleep spell or Polymorph spell). This bonus increases by +1 for every four levels hereafter.