And this is “my” new look, though I could make a new alter ego for me sooner or later…
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The Awkward Academician (Daydreamer Wizard)
Human wizard (Cosmic Sage) 1
CG Medium humanoid (human)
Init +1; Senses Perception +1
Defense
AC +11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +2, Ref +1, Will +3
Offense
Speed 30 ft.
Melee quarterstaff +0 (1d6) or dagger +0 (1d4, 19-20)
Ranged dagger +1 (1d4, 19-20)
Magic
Caster Level 1; MSB +1; MSD 12; Concentration +4
Tradition Daydreamer (Mental Focus, Somatic Casting x2, Verbal Casting; Boons: Overcharge, +1 spell point, +1 per 3 levels in casting classes); CAM Int
Spell Points 5
Divination Sphere - DC 13; Duration Divine (Concentration), Sense (1 Hour); Range Medium (110 ft); Talents Divine Information (Bonus: Divine Protection); Drawbacks None
- Divine (Divine, Divine Information, Divine Protection)
- Sense (Read Magic)
Protection Sphere - DC 14; Duration Aegis (1 Hour), Ward (Concentration; 1 Round); Range Aegis (Touch), Ward (Up to 15 ft); Talents Continuous Barrier; Drawbacks None
- Aegis (Deflection)
- Ward (Barrier)
- Continuous Ward
Statistics
Str 10, Dex 12, Con 14, Int 17, Wis 13, Cha 13
Base Atk +0; CMB +0; CMD +11
Traits Avid Reader (Knowledge- arcana), Librarian
Feats Careful Reader, Dreamspace*, Scribe Scroll*, Sphere Focus (Protection)
Skills Knowledge (arcana) +7, Knowledge (planes) +7, Linguistics +7, Profession (librarian) +6, Spellcraft +7, Use Magic Device +7
Languages Common, Dwarven, Elven, Halfling, Sylvan
SQ arcane bond (familiar)
Gear dagger (2 gp), quarterstaff, tome of epics, wizard’s kit (21 gp)
Special Abilities
Arcane Bond (Ex) At 1st level, the sphere wizard may choose a familiar or a bonded object as any other wizard. If the sphere wizard chooses a bonded object, then he can use it to access magical knowledge he does not normally possess. As a standard action, he may grant himself the benefit of any one magic talent he does not possess. This effect lasts for 1 minute.
If gaining a magic talent other than a base sphere, he must possess that talent’s base sphere and fulfill its prerequisites. He may do this once per day at 1st level, plus an additional once per day for every 4 class levels he possesses, up to a total of 6 times per day at 20th level. Multiple uses of this ability do not stack. If he uses this ability again before the previous duration has expired, it replaces the previous use.
If the sphere wizard’s casting tradition includes the focus casting drawback, the bond can also be their focus, but does not have to be.
This alters arcane bond.
Divination Sphere You can predict the future and gain information not available to the usual 5 senses.
Divination: Divine You may divine to gain information. To divine, you must spend 10 minutes meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining. Divining reveals information from sources within medium range of you as an emanation; it reveals information each round the effect it is maintained. Divining can penetrate most barriers, but 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks it.
When you gain the Divination sphere, you gain the ability to divine for magical auras, learning their strength and location. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must succeed at a Knowledge (arcana) check with a DC equal to 15 + ½ the caster level.
Table: Aura Strength
A magical aura lingers after its original source dissipates (in the case of a spells and sphere effects) or is destroyed (in the case of a magic item). In such a case, divining reveals an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Table: Lingering Aura
When using Spellcraft to identify the properties of a magic item, you may use divine in place of the detect magic spell. Outsiders and elementals are not magical in and of themselves, but if they are summoned, the conjuration effect registers.
Overwhelming Auras: Whenever an individual divines or senses an aura whose strength is overwhelming, from a source whose Hit Dice or caster level is equal to or greater than the caster's character level + 10, that individual becomes stunned for 1 round.
Alternate Divinations If you possess certain other spheres, you may divine for information other than magical auras. These alternate divinations are detailed below.
Protection: Divine Protection: You may divine all creatures you have pinpointed within range and determine which of those creatures have the lowest and highest armor class. Alternatively, you may divine the lowest and highest saving throw each of these creatures has. You do not however determine the values for any of these attributes.
Divination: Sense As a standard action, you may grant yourself paranormal senses for 1 hour/level. When you gain the Divination sphere, you gain the following sense.
Divination: Read Magic (sense) You may spend a spell point to gain a sense that allows you to decipher all magical writings, such as those found in books, scrolls, on weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once you have read a magical inscription through this ability, you are thereafter able to read that particular writing even without this sense. You can read at the rate of one page (250 words) per minute. You can identify glyphs, runes, and symbol spells with a Spellcraft check (DC 10 + ½ caster level).
Divination: Divine Information (divine) You may spend a spell point to divine for information. This grants you the ability to reroll a failed Knowledge check (or to attempt a Knowledge check untrained), with an insight bonus equal to ½ your caster level. You may only divine for information once per Knowledge check.
Mental Focus Your magic requires you to have a focus that is not always possible to achieve. You normally have focus, but lose it whenever you fail a save versus mind-affecting magic, have a critical hit confirmed on you, or a condition causes you to lose the ability to concentrate (such as being nauseated or helpless or failing an enforced concentration check such as from being entangled). Using magic without your mental focus requires you to make a concentration check (DC 20 + ½ caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If focus is lost, the caster can refocus by meditating as a full-round action that provokes attacks of opportunity.
Overcharge You may overcharge your magic, giving yourself great power at the cost of your own strength. Whenever you use a sphere ability, you may give yourself a +2 bonus to your caster level for that ability, but you become fatigued afterward. If you are already fatigued, you become exhausted. If you are exhausted, you collapse to the ground unconscious for 1d4 rounds. Creatures immune to fatigue cannot benefit from this boon.
Protection Sphere You are a user of the magics of preservation.
Protection: Aegis As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis, and aegis is subject to spell resistance.
Multiple aegises of the same talent can be placed on a single creature, and the creature can benefit from them when they are providing different effects. This means Armored Magic can give a target both armor and shield, and Energy Resistance can grant resistance to multiple energy types to the same target.
You gain the following aegis when you gain the Protection sphere:
Protection: Deflection (aegis) You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels.
Protection: Ward As a standard action, you may create a ward centered on yourself with a radius of up to 10 feet + 5 feet per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move (however, if the ward is created entirely on top of a vehicle, it will move with that vehicle). If a ward affects targets inside it, its effects are subject to spell resistance.
When you gain the Protection sphere, you gain the following ward:
Protection: Barrier (ward) You may create a ward that creates a mostly-transparent wall of force at its perimeter. While this barrier does not block line of sight, it does block line of effect; thus, while you could still target a creature through the barrier (such as for an attack that attempts to break the barrier and still deal damage to the creature on the other side), the barrier does stop attacks, movement, breath weapons, and any spells or sphere effects that rely on line of effect until the barrier is destroyed. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level). Creatures inside a space where a barrier is created are shunted to the nearest empty space on the outside.
A barrier has hit points equal to twice your caster level and a Break DC of 15 + ½ your caster level. A barrier can hold weight, up to 2,400 lbs. + 250 lbs. per caster level; beyond that, a barrier simply shatters as if broken with a Strength check. If a barrier is broken anywhere, the entire effect ends.
If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hit points to damage targets on the other side. If you maintain your barrier through concentration, its hit points are renewed each round on your turn.
Protection: Continuous Ward Wards you create may be completely sealed spheres. If creating the ward would cause it to go through another object, the ward cuts harmlessly through the material and affecting targets on the far side (without compromising the integrity of the object, but preventing the object from being moved in the case of a barrier). If creating the ward would cause a physical manifestation such as a barrier to go through a creature or animated object, the ward shunts the creature just outside the effect of the sphere.
These modifications to your wards make it so that ethereal creatures, or creatures with unusual movement modes such as burrow cannot pass through a barrier by going around the ward, but must instead destroy the barrier to enter or exit. This ability can be combined with Greater Barrier to allow your barrier wall to pass through objects.
Scribe Scroll At 1st level, the cosmic sage gains the scribe scroll feat as a bonus feat. The cosmic sage may ignore the requirement to possess the base sphere when scribing or using a scroll, although scribing a scroll without the base sphere increases the DC of the Craft check by +5.
This alters scribe scroll.
Somatic Casting You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure.
You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
Verbal Casting You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.
Phantasia, Cat Familiar (Dream Guide)
Effective Wizard Level 1
N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +5
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4
Fort +1, Ref +4, Will +3
Defensive Abilities improved evasion
Offense
Speed 30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
SQ empathic link, share spells
Special Abilities
Familiar The master of a cat familiar gains a +3 bonus on Stealth checks.
Build
The Awkward Academician is built with a 20-point buy and 70 gp starting wealth. Favored Class Bonus is +⅙ magic talent. If using a lower point buy, you can lower Strength and Constitution. If using a higher point buy (or rolling really well), your most important attribute is Intelligence. Intelligence is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool, in addition to increasing your skills and bonuses in Intelligence and Spellcraft. Dexterity can be useful too, increasing your initiative and AC; Wisdom helps resisting magic domination and make the right choices in combat, and Charisma is useful in social situations.
How To Play An Awkward Academician
Daydreaming and shy, you are not yet sure of your role in the world. The things that interest you are increasing your knowledge, keeping your family and friends safe, and avoiding conflicts. Permanently moving your physical body to your dreamspace via a powerful ritual should be the perfect way to do that someday.
Future Abilities
Magic Talents Ablating, Antimagic Aura, Arcane Calculation*, Armored Magic, Buttressing, Deathless, Detect Spellcaster, Divine Future, Dowsing, Enduring Protection, Energy Resistance, Epiphany, Glyph, Greater Barrier, Healing Aegis, Logos, Mental Archive, Mind Sphere (Inward Focus), Parallel Cognition, Peacebound, Permanent Ward, Planar Refuge, Ray Deflection, Reactive Barrier, Reflection, Resistance, Selective Barrier, Sense Magic, Shaped Ward, Spell Ward, Status, Undying
Feats Careful Reader, Craft Magic Arms and Armor*, Create Spellbook, Destructive Counter, Dreamwalking Initiate, Dodge, Evolved Familiar, Far-Roaming Familiar, Fast Learner, Improved Familiar
Arcane Discoveries Defensive Feedback, Golem Constructor, Immortality
Skills Knowledge, Linguistics, Spellcraft, and Use Magic Device are the most useful skills for you. Some ranks in Perform could also be useful.
Increase your Intelligence and Dexterity with level advancement, and maybe Charisma too a bit. Transform your familiar in a Plane of Faerie cat at 3rd level and give it the Basic Magic evolution.
Daydreamer
Some wizards create magic with their imagination. The only limit to what they can achieve is their mental and physical strength.
Casting Ability Modifier: Intelligence or Wisdom
Drawbacks: Mental Focus, Somatic Casting x2, Verbal Casting
Boons: Overcharge, +1 spell point +1 per 3 levels in casting classes.
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