mercoledì 14 agosto 2019

The Daydreamer Wizard

This is my other alter-ego besides the Shy Librarian (and a character from my gaming party). Maybe she will be in a novel of her own some day.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

The Awkward Academician (Daydreamer Wizard)
Human wizard (Cosmic Sage) 1
CG Medium humanoid (human)
Init +1; Senses Perception +3

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 Sorcerous Blood (Somatic Casting ([x2], Verbal Casting), Mental Focus; Boons Overcharge; 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 Barrier

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 Alertness*, Careful Reader, 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 cosmic sage may choose a familiar or a bonded object as any other wizard. If the cosmic sage 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 cosmic sage’s casting tradition includes the focus casting drawback, the bond can also be their focus, but does not have to be. If their tradition includes the somatic drawback, holding the bonded object does not interfere with using sphere abilities. In all other respects, his arcane bond works as it does for a normal wizard.
This modifies 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.
When you divine, you detect the strength and location of all magical auras within Medium range. 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 pass a Knowledge (arcana) check with a DC equal to 15 + ½ the caster level.

Table: Aura Strength
Caster Level
Aura Strength
1-5
Faint
6-11
Moderate
12-20
Strong
20+
Overwhelming
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
Original Strength
Duration of Lingering Aura
Faint
1d6 Rounds
Moderate
1d6 Minutes
Strong
1d6 x 10 Minutes
Overwhelming
1d6 Days
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. Divining can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

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 (divine) If you possess the Protection sphere, 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).
Some talents are marked (sense). These talents grant you additional senses you may bestow upon yourself. There is no limit to the number of different senses you may have active at a time.

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 make a Knowledge check untrained), with an insight bonus equal to 1/2 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: Ward As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft + 5 ft 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. 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 at its perimeter, stopping attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks).
Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. 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).
A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + ½ your caster level. 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 hp to damage targets on the other side. If you maintain your barrier through concentration, its HP is renewed each round on your turn.
Unless explicitly stated otherwise, barriers created with the Protection sphere are transparent force effects and block line of effect, but do not block line of sight or teleportation. Barriers can grant cover, but not concealment (unless explicitly stated otherwise).

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.
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: Continuous Barrier Barriers you create are completely sealed spheres. If creating the barrier would cause it to go through another object, the barrier cuts harmlessly through the material (without compromising the integrity of the object, but preventing the object from being moved). If creating the barrier would cause it to go through a creature or animated object, the barrier shunts the creature just outside the effect of the sphere.
These modifications to your barriers make it so that ethereal creatures, or creatures with unusual movement modes such as burrow cannot enter the warded area by going around the barrier, 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 any talent or feat requirements when scribing or reading a scroll.
This modifies 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 (Figment)
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 2
Fort +1, Ref +4, Will +3
Defensive Abilities recurring dream

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 avoid conflicts. Creating your own demiplane should be the perfect way to do that someday.

Future Abilities
Magic Talents Ablating, Anti-Magic Aura, Armored Magic, Barrier Maze, Buttressing, Create Demiplane, Creation Sphere, Deathless, Detect Spellcaster, Divine Future, Dowsing, Emergency Teleport, Enduring Protection, Energy Resistance, Expanded Materials, Expedited Defense, Extradimensional Room, Greater Barrier, Logos, Peacebound, Permanent Ward, Protected Health, Ray Deflection, Reflection, Resistance, Selective Barrier, Sense Magic, Spell Ward, Status, Undying, Warp Sphere
Feats Careful Reader, Cosmologist, Craft Magic Arms and Armor*, Create Spellbook, Destructive Counter, 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.

Nessun commento:

Posta un commento