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    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Lightbulb An Empowered Wizard (Pathfinder Variant)

    The Wizard

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    Sometimes I feel that the Wizard needed more flavor, while reducing the number of schools they each get as well as removing the stupid universalist. So my attempt was to bring a greater arcane feel to the class by added some arcane discoveries and some alternate wizard abilities directly in, at later levels than normal.

    The wizard begins with becoming skilled with scrolls and ends as an ancient, immortal being capable of "immense magical manipulations" (say that 5 times fast...). The abilities are all balanced by spreading them out and usually granting them at later levels than normally written to water them down a bit.


    Preferred Ability Scores: Intelligence (Skill Points, Spells), Con (Concentration, More HP), Dex (AC, Reflex, Ranged Attacks)
    Alignment: Any
    Hit Dice: 1d6

    Class Skills
    The Wizard's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Knowledge (All; Taken Individually) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
    Skill Ranks per Level: 2 + Int modifier.

    {table=head]{colsp=16}Table: The Wizard
    Level| Attack Bonus | Fort | Reflex | Will |
    Special
    | 0|1st| 2nd | 3rd | 4th | 5th |
    6th
    |
    7th
    |
    8th
    |
    9th


    1 | +0 |{colsp=1}
    +0
    |{colsp=1}
    +0
    |{colsp=1}
    +2
    |Arcane School, Cantrips, Scribe Scroll|5|3|-|-|-|-|-|-|-|-

    2 | +1 |{colsp=1}
    +0
    |{colsp=1}
    +0
    |{colsp=1}
    +3
    |Scroll Blade, Scroll Shield|6|4|-|-|-|-|-|-|-

    3 | +1 |{colsp=1}
    +1
    |{colsp=1}
    +1
    |{colsp=1}
    +3
    |Metamagic Talent|6|4|3|-|-|-|-|-|-|-

    4 | +2 |{colsp=1}
    +1
    |{colsp=1}
    +1
    |{colsp=1}
    +4
    |Hand Of The Apprentice|7|5|4|-|-|-|-|-|-|-

    5 | +2 |{colsp=1}
    +1
    |{colsp=1}
    +1
    |{colsp=1}
    +4
    |Bonus Feat|7|5|4|3|-|-|-|-|-|-

    6 | +3 |{colsp=1}
    +2
    |{colsp=1}
    +2
    |{colsp=1}
    +5
    |Metamagic Mastery|7|5|5|4|-|-|-|-|-|-

    7 | +3 |{colsp=1}
    +2
    |{colsp=1}
    +2
    |{colsp=1}
    +5
    ||8|6|5|4|3|-|-|-|-|-

    8 | +4 |{colsp=1}
    +2
    |{colsp=1}
    +2
    |{colsp=1}
    +6
    |Fast Study|8|6|5|5|4|-|-|-|-|-

    9 | +4 |{colsp=1}
    +3
    |{colsp=1}
    +3
    |{colsp=1}
    +6
    ||8|6|5|5|4|3|-|-|-|-

    10 | +5 |{colsp=1}
    +3
    |{colsp=1}
    +3
    |{colsp=1}
    +7
    |Bonus Feat|8|6|6|5|5|4|-|-|-|-

    11 | +5 |{colsp=1}
    +3
    |{colsp=1}
    +3
    |{colsp=1}
    +7
    ||8|6|6|6|5|4|3|-|-|-

    12 | +6/+1 |{colsp=1}
    +4
    |{colsp=1}
    +4
    |{colsp=1}
    +8
    |Staff-Like Wand|8|6|6|6|5|5|4|-|-|-

    13 | +6/+1 |{colsp=1}
    +4
    |{colsp=1}
    +4
    |{colsp=1}
    +8
    ||8|6|6|6|6|5|4|3|-|-

    14 | +7/+2 |{colsp=1}
    +4
    |{colsp=1}
    +4
    |{colsp=1}
    +9
    |Golem Constructor|8|6|6|6|6|5|5|4|-|-

    15 | +7/+2 |{colsp=1}
    +5
    |{colsp=1}
    +5
    |{colsp=1}
    +9
    |Bonus Feat|8|6|6|6|6|6|5|4|3|-

    16 | +8/+3 |{colsp=1}
    +5
    |{colsp=1}
    +5
    |{colsp=1}
    +10
    |Opposition Research|8|6|6|6|6|6|5|5|4|-

    17 | +8/+3 |{colsp=1}
    +5
    |{colsp=1}
    +5
    |{colsp=1}
    +10
    ||8|6|6|6|6|6|6|5|4|3

    18 | +9/+4 |{colsp=1}
    +6
    |{colsp=1}
    +6
    |{colsp=1}
    +11
    |True Name|8|6|6|6|6|6|6|5|5|4

    19 | +9/+4 |{colsp=1}
    +6
    |{colsp=1}
    +6
    |{colsp=1}
    +11
    ||8|6|6|6|6|6|6|6|5|5

    20 | +10/+5 |{colsp=1}
    +6
    |{colsp=1}
    +6
    |{colsp=1}
    +12
    |Bonus Feat, Immortality|8|6|6|6|6|6|6|6|6|6
    [/table]


    Class Features
    The following are the class features of the Wizard.
    Spoiler
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    Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

    Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

    A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

    Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

    A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

    Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

    Arcane School: A wizard must choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed.

    A wizard that chooses to specialize in one school of magic must select four other schools as his opposition schools, representing knowledge sacrificed in one large area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.

    Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.

    Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “0” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see above).

    Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

    1st - Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

    2nd - Scroll Blade (Su) : A Wizard can wield any paper, parchment, or cloth scroll as if it were a melee weapon. In the hands of the wizard, the scroll acts as a short sword with an enhancement bonus equal to 1/2 the level of the highest-level wizard spell on the scroll; a scroll with only a cantrip or 1st-level spell on it counts as a masterwork short sword. The Wizard is proficient in this weapon, and feats and abilities that affect short swords (such as Weapon Focus) apply to this weapon. A Wizard cannot wield two scrollblades at the same time.

    Activating this ability is a free action. A scroll blade only retains its abilities in the hands of the Wizard. The scroll blade has hardness 0 and hit points equal to the highest-level wizard spell on the scroll. Each successful hit by the scroll blade reduces its hit points by 1; this damage cannot be repaired, but does not affect casting from the scroll. When its hit points reach 0, the scroll is destroyed.

    If a scroll contains a spell with a metamagic feat, this ability uses the original spell level of the spell (a scroll of empowered fireball counts as a 3rd-level spell).

    At 3rd level, when using a 4th-level or higher wizard scroll as a scroll blade, the Wizard can choose to reduce its enhancement bonus by 1 (minimum +1 enhancement bonus) to treat it as a reach weapon. For example, he could use a scroll of charm monster (a 4th-level wizard spell) as either a +2 short sword or a +1 short sword with reach.

    At 5th level, when using a 4th-level or higher wizard scroll as a scroll blade, the Wizard can choose to reduce its enhancement bonus (to a minimum of a +1 enhancement bonus) to give any of the following weapon properties: defending, frost, icy burst, keen, ki focus, shock, shocking burst, speed. Adding any of these properties consumes an amount of enhancement bonus equal to the property's cost (see Table 15–9: Melee Weapon Special Abilities in the Core Rulebook). The Wizard must know the prerequisite spell or spells to craft the weapon property in question (for example, he must know haste to be able to give his scroll blade the speed property). This ability replaces the wizard's arcane bond.

    2nd - Scroll Shield (Su) : A Wizard can wield any paper, parchment, or cloth scroll as if it were a light wooden shield. In the hands of the wizard, the scroll grants a +1 shield bonus with an enhancement bonus equal to 1/2 the level of the highest-level wizard spell on the scroll; a scroll with only a cantrip or 1st-level spell counts as a masterwork light shield sword. The scroll shield has no armor check penalty, arcane spell failure chance, or maximum Dexterity bonus. The Wizard is considered proficient in this shield. A Wizard can use a scrollblade in one hand and a scroll shield in the other hand.

    Activating this ability is a free action. A scroll shield only retains its abilities in the hands of the Wizard. The scroll shield has hardness 0 and hit points equal to the highest-level wizard spell on the scroll. Each successful attack roll against the wizard reduces the scroll shield's hit points by 1; this damage cannot be repaired, but does not affect casting from the scroll. When its hit points reach 0, the scroll is destroyed.

    At 5th level, when using a 3rd-level or higher wizard scroll as a scroll shield, the Wizard can choose to reduce its enhancement bonus (to a minimum of a +1 enhancement bonus) to give it any of the following shield properties: ghost touch, light fortification, moderate fortification. Adding any of these properties consumes an amount of bonus equal to the property's cost (see Table 15–5: Shield Special Abilities in the Core Rulebook). The Wizard must know the prerequisite spell or spells to craft the shield property in question (for example, he must know limited wish to be able to give his scroll shield the fortification property).

    If a scroll contains a spell with a metamagic feat, this ability uses the original spell level of the spell (a scroll of empowered fireball counts as a 3rd-level spell).

    3rd - Metamagic Talent: The Wizard learns to magically increase or alter the functioning of spells. Gain access to one metamagic feat as a bonus feat, as long as prerequisites are met.

    4th - Hand of the Apprentice (Su) : You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

    6th - Metamagic Mastery (Su) : You can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 6th level and one additional time per day for every two wizard levels you possess beyond 6th.

    Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

    8th - Fast Study: Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute.

    12th - Staff-Like Wand: Your research has unlocked a new power in conjunction with using a wand. Similar to using a magic staff, you use your own Intelligence score and relevant feats to set the DC for saves against spells you cast from a wand, and you can use your caster level when activating the power of a wand if it's higher than the caster level of the wand.

    14th - Golem Constructor: You have learned the art and craft of creating a single type of golem (such as stone golems or iron golems). When creating a golem of this type, you count as having the Craft Wondrous Item, Craft Magic Arms and Armor, and Craft Construct feats. You must meet all other construction requirements for the golem as normal.

    16th - Opposition Research: By completing strenuous studies, you have broken through the mental barriers that made it hard for you to prepare spells from one of your opposition schools. Select one wizard opposition school; preparing spells of this school now only requires one spell slot of the appropriate level instead of two, and you no longer have the –4 Spellcraft penalty for crafting items from that school.

    18th - True Name (Sp) : Your researches into ancient tomes and your inquisitions of bound spirits have led you to one of the best-hidden secrets of the multiverse: the true name of an outsider—the name that defines the very essence of the creature and that gives the speaker control over the being. This outsider can have no more than 18 Hit Dice. Once per day, you can speak the common name by which the outsider is known, and the outsider travels to you as if you had cast greater planar binding upon it. It must obey you to the best of its ability, without pay or bargaining for its services, for its fear that you might release its true name to the wider world is enough to bring even the most recalcitrant of outsiders to bear.

    If the creature is within 100 feet, as a move action, you may punish it by deliberately mispronouncing its name, wracking its very essence and giving it the sickened and staggered conditions for 1 round (even if the creature is normally immune to these conditions). You cannot use true name in an area of silence, but the creature does not have to be able to hear you for it to be harmed by the ability.

    It is in your best interest to call this creature only sparingly, and occasionally reward it in some fashion to mollify its wrath. If you repeatedly fail to offer it a reward appropriate to its type and ethos, the creature may begin plotting ways to destroy the bond between you, whether by creating an accident that will destroy your memory of the name, by plaguing you with nuisances or dangers until you vow never to call on it again, or by actively seeking to destroy you through its own devices or those of an underling.

    If this creature is of a lawful type and you are violating its ethos, its superiors may even destroy it or you rather than allow you to contaminate their servant further. Worse, they may establish situations where it is necessary for you to summon this outsider, opening gateways to infernal or angelic interference, in order to gain a foothold on the Material Plane.

    20th - Immortality (Ex) : You discover a cure for aging, and from this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time.

    Arcane Schools
    The following descriptions detail each arcane school and its corresponding powers.
    Spoiler
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    Abjuration School
    The abjurer uses magic against itself, and masters the art of defensive and warding magics.

    Resistance (Ex) : You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

    Protective Ward (Su) : As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

    Energy Absorption (Su) : At 8th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.



    Conjuration School
    The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

    Summoner's Charm (Su) : Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

    Acid Dart (Sp) : As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

    Dimensional Steps (Sp) : At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.



    Divination School
    Diviners are masters of remote viewing, prophecies, and using magic to explore the world.

    Forewarned (Su) : You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

    Diviner's Fortune (Sp) : When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

    Scrying Adept (Su) : At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.



    Enchantment School
    The enchanter uses magic to control and manipulate the minds of his victims.

    Enchanting Smile (Su) : You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.

    Dazing Touch (Sp) : You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

    Aura of Despair (Su) : At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect.



    Evocation School
    Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

    Intense Spells (Su) : Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). 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. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

    Force Missile (Sp) : As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + yourIntelligence modifier.

    Elemental Wall (Sp) : At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.



    Illusion School
    Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.

    Extended Illusions (Su) : Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

    Blinding Ray (Sp) : As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to beblinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

    Invisibility Field (Sp) : At 8th level, you can make yourself invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.



    Necromancy School
    The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.

    Power over Undead (Su) : You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + yourIntelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + yourCharisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

    Grave Touch (Sp) : As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

    Life Sight (Su) : At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.



    Transmutation School
    Transmuters use magic to change the world around them.

    Physical Enhancement (Su) : You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

    Telekinetic Fist (Sp) : As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

    Change Shape (Sp) : At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.
    Last edited by LordErebus12; 2012-08-31 at 03:54 AM.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Default Re: An Empowered Wizard (Pathfinder Variant)

    reserved for Alternate Abilities, if any... Below is fine for posting now.

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