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- Nov 2012
Master Specialist Standard Class [3.5]
Game Rule Information
Abilities: Intelligence determines how power a spell a master specialist can cast, how many spells he can cast, and how hard those spells are to resist. A high Dexterity score is helpful for a master specialist, who typically wears little or no armor, because it provides him with a bonus to Armor Class. A good Constitution score gives a master specialist extra hit points, a resource that he is otherwise very low on.
hit Die: d4.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
1|+0|+0|+0|+2|Summon Familiar, Scribe Scroll, School Specialization|4+2|2+2
20|+10|+6|+6|+12|Advanced learning, Bonus feat|5+2| 5+2| 5+2| 5+2| 5+2| 5+2| 5+2| 5+2| 5+2| 5+2| [/table]
Weapon and Armor Proficiency: As Wizard.
Spells:As Sorcerer using Intelligence. Other changes in chart and below.
A master specialistís selection of spells is limited. He is prohibited from three schools of magic based on his specialization. The master specialist knows all 0-level spells that are not from a prohibited school. He gains knowledge of two spells each level. Two of these spells known must be from his school of specialization. The remaining two may be from any non-prohibited school. At any given time the master specialist may not know more than half his specialization school in any non-prohibited school. So a master specialist that knows ten transmutations may not know more than five spells in any other school. The spells he knows must be chosen from an arcane spell casting spell list.
Bonus Languages: May substitute Draconic for one of the bonus languages available to the character because of his race.
Famliar: As Wizard.
Scribe Scroll: At 1st level, a master specialist gains Scribe Scroll as a bonus feat. This feat enables him to create magic scrolls.
School Specialization: As part of becoming a master specialist he must select the school of magic that he will specialize in. This choice is permanent and significantly defines the potential of known spells. The cost of this specialization is to be permanently prohibited from three schools of magic as listed in the table. In return the master specialist gains two spell slots that are exclusively used for his specialization in addition to a benefit based on the school of magic.
Advanced Learning: At 4th, 8th, 12th, 16th, and 20th level, a master specialist can add a new spell to his list, representing the result of personal study and experimentation. The spell can be either an arcane or divine spell of the master specialistís chosen school of specialization, and of a level no higher than that of the highest-level spell the master specialist already knows.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a master specialist gains a bonus feat. He may choose any feat available for selection as a Wizard bonus feat.
Iíve narrowed down to 4 different sets of specializations with prohibited schools. Part of my dilemma is whether to use 7 schools or 8 schools (with Divination being the problem child). I also havenít come up with good benefits that are appropriate to the schools.
Abjuration|Conjuration, Illusion, Necromancy|
Conjuration|Abjuration, Enchantment, Transmutation|
Divination|Enchantment, Illusion, Necromancy|
Enchantment|Conjuration, Divination, Evocation|
Evocation|Enchantment, Illusion, Transmutation|
Illusion|Abjuration, Divination, Evocation|
Necromancy|Abjuration, Divination, Transmutation|
Transmutation|Conjuration, Evocation, Necromancy|[/table]
Abjuration|Enchantment, Evocation, Divination
Conjuration|Divination, Necromancy, Transmutation
Divination|Abjuration, Illusion, Conjuration
Enchantment|Necromancy, Transmutation, Abjuration
Evocation|Transmutation, Abjuration, Illusion
Illusion|Evocation, Divination, Necromancy
Necromancy|Illusion, Conjuration, Enchantment
Transmutation|Conjuration, Enchantment, Evocation[/table]
Abjuration|Illusion, Necromancy, (Conjuration or Enchantment)
Conjuration|Enchantment, Transmutation, (Abjuration or Illusion)
Enchantment|Conjuration, Evocation, (Abjuration or Necromancy)
Evocation|Enchantment, Illusion, (Necromancy or Transmutation)
Illusion|Abjuration, Evocation, (Conjuration or Transmutation)
Necromancy|Abjuration, Transmutation, (Enchantment or Evocation)
Transmutation|Conjuration, Necromancy, (Evocation or Illusion[/table]
Abjuration|Illusion, Necromancy, (Evocation or Enchantment)
Conjuration|Necromancy, Enchantment, (Illusion or Transmutaion)
Enchantment|Conjuration, Evocation, (Abjuration or Illusion)
Evocation|Enchantment, Transmutation, (Necromancy or Abjuration)
Illusion|Transmutation, Abjuration, (Enchantment or Conjuration)
Necromancy|Abjuration, Conjuration, (Transmutation or Evocation)
Transmutation|Evocation, Illusion, (Conjuration or Necromancy)
Please comment. I'm especially looking for feedback on the prohibited schools and the school benefit bonus.
Last edited by Talderas; 2013-03-04 at 03:15 PM.