sabato 16 ottobre 2021

The Gatherer Mage (Conjuration-Based Incanter) (Updated)

 The update made this build much better! Above all, introducing the Mana Sphere was great both for flavor and crunch.

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The Gatherer Mage (Conjuration-Focused Incanter)

Human incanter 1

N Medium humanoid (human)

Init +2; Senses Perception +1


Defense

AC 11, touch 11, flat-footed 10 (+1 Dex)

hp 8 (1d6+2)

Fort +2, Ref +1, Will +3

Defensive Abilities master of mysteries 4 rounds/day


Offense

Speed 30 ft.

Melee quarterstaff +1 (1d6+1)

Ranged light crossbow +1 (1d8+1)


Magic

Caster Level 1 (2  with Conjuration); MSB +1; MSD 12; Concentration +4

Tradition Cartomancy (Drawbacks: Extended Casting, Focus Casting [deck of cards], Skilled Casting [Profession/fortuneteller], Limited Divination [sense] [Divination], Sanctified [Fate], Tongue of Ages [Fate]); Boons: Easy Focus, +1 spell point, +1 per six levels in casting classes; CAM Wis

Spell Points 5

Conjuration Sphere- DC 14; Duration Concentration, 1 min/level; Range adjacent; Talents Aligned Creature*, Call Planar Creature, Extra Companion; Drawbacks none

- Summon

- Aligned Creature

- Call Planar Creature

- Extra Companion

Divination Sphere - DC 13; Duration Sense (1 Hour); Range Medium (110 ft); Talents Prescience; Drawbacks Limited Divination (sense)

- Sense (Prescience, Read Magic)

Mana Sphere - DC 13; Duration none (expunge), 1 minute/round (manipulation), 1 round/level (manabond); Range Close (25 ft); Talents none; Drawbacks none

- Expunge (spellburn)

- Manipulation (shuffle)

- Manabond (mystical bond)


Statistics

Str 12, Dex 13, Con 14, Int 13, Wis 17, Cha 10

Base Atk +0; CMB +1; CMD 12

Traits Harrow Born, Student of Philosophy

Feats Extra Magic Talent*, Sphere Focus (Conjuration)

Skills Bluff +1/+4, Knowledge (arcana) +7, Knowledge (planes) +7, Profession (fortuneteller) +5, Sense Motive +2, Spellcraft +7

Languages Celestial, Common, Draconic, Infernal

SQ incanter specializations (master of mysteries, sphere specialization [Conjuration]), summoner’s charm +1

Gear arcanist’s kit, light crossbow with 20 bolts, potion of protection, quarterstaff, 7 gp.


Special Abilities


Conjuration Sphere You have made contracts with outsiders, calling them to your side when you are in need.


Conjuration: Summon As a standard action, you may spend a spell point to summon a creature you have made a contract with (called a companion) causing it to appear in an adjacent square, ready to act on your following turn. You must concentrate to maintain the companion’s presence, but may always spend an additional spell point to allow the summoned creature to remain for 1 minute per caster level without concentration.

Companions can take many forms; a caster could contract with sympathetic angels or demons, elemental spirits, or primordial beings only given form after the contract is made. Thus, a companion could have the form of a knight in armor, a demonic dog, a flying anthropomorphic cat, or indeed virtually any other form. You cannot choose a companion with the exact same appearance as another creature.

When you gain the Conjuration sphere, you automatically gain a single companion of your choice. If a companion is conjured multiple times during a day, they do not regain hit points or other resources spent. If a companion is reduced to 0 hit points, they instantly disappear and cannot be summoned until the following day.

A companion only recovers hit points and resources (unless restored through the Heal skill or magical means) when the caster rests to recover spell points. A companion may be dismissed as a free action.

Companions may not carry equipment or items back and forth when summoned and so cannot be used to store items in their home plane or bring items to the caster’s plane. The exception to this rule is equipment gained through Conjuration talents, which automatically accompany the companion. Whenever you gain a companion, they immediately gain 1 (form) or (type) talent of your choice.

Every companion comes with one of the following base forms, chosen by the caster. Once made, this choice cannot be altered. Companions also gain power as their caster’s power grows, according to Table: Companion.

(Note: A companion does not gain power from temporary increases to caster level; i.e., from a thaumaturge’s forbidden lore ability or from certain boons.)


Conjuration: Aligned Creature (form) Your companion is connected to great forces of alignment, such as angels, devils, or other extraplanars. Choose one end of the alignment spectrum your companion possesses (good, evil, lawful, chaotic). Your companion becomes connected to that alignment, and may smite a target of its opposed alignment once per day, as the paladin class feature. Your companion may smite its opposed alignment an additional time per day for every 7 Hit Dice possessed.


Conjuration: Call Planar Creature

Prerequisites: Conjuration sphere, caster level 1st.

You may call beings from other planes and bring them into your own. Calling a creature in this manner takes 10 minutes of focused casting and costs 2 spell points. Calling takes one of two forms: allies and hostiles. If you call a servant of an extraplanar being with which you have a strong connection (i.e., a cleric calling a servant of its god) they are considered an ally. All other creatures are considered hostiles, regardless of their disposition towards the caster. GMs have the final say in whether or not a character is capable of calling allies.

To call a target, you must choose a location within close range for them to appear, and the kind of creature to be called must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name. You may call multiple creatures with one use of this ability (up to 3 at once) but the Hit Dice of a single creature cannot exceed your MSB, while the combined Hit Dice of all creatures cannot exceed your caster level.

Allies: Allies are never hostile and do not resist, although additional payment is always expected for their services. Payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to a quest on your part that matches the creature’s alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.

A task taking up to 1 minute per caster level requires a payment of 100 gp per Hit Die of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per Hit Die. A long-term task, one requiring up to 1 day per caster level, requires a payment of 1,000 gp per Hit Die. A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift.

Few if any creatures will accept a task that seems suicidal (unlike a companion from the Conjuration sphere that simply returns to its home plane when reduced to 0 hit points, a called creature actually dies when it is killed). However, at the GM’s discretion, if the task is strongly aligned with the creature’s ethos, it may halve or even waive the payment.

If an agreement cannot be reached, the ally returns to their home plane immediately. If you are not willing to give the requested payment, but attempt to press the target into service anyway, treat the creature as hostile. Pressing a creature in this way may have a detrimental effect on any future attempts to call an allied outsider.

Hostiles: If a hostile creature is unwilling to be called, it is allowed a Will saving throw to resist. If the saving throw succeeds, the creature is not called. If the saving throw fails, the creature is immediately called (spell resistance does not keep it from being called).

When a hostile creature is called, it is rooted to a specific location within range (you can decide how much space to give it, up to a 30-foot radius). It cannot leave this area until an agreement with you has been reached. It can escape this location by successfully pitting its spell resistance against your magic skill check, by teleportation or dimensional travel, or with a successful Charisma check pitted against a DC of your MSD + your Charisma modifier. It can try each method once per day. If it breaks loose, it can do as it pleases, including fleeing, returning to its home plane, or attacking you.

If the creature does not break free of its prison, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones re-offered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to dismiss it (a free action so long as it remains trapped). Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell’s effect and can escape or attack you.

Once the requested service is completed, the creature need only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions, the effect remains for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free (with the same chance to resist as when it was trapped).

Note that a clever recipient can subvert some instructions. At the end of its task, or when the bargained duration expires, a called ally returns to its home plane (after reporting back to you, if appropriate and possible).


Conjuration: Extra Companion You gain an additional companion. Whenever you summon a companion, you must select only one of your companions, although you may have multiple companions summoned at once. You may select this talent multiple times. Each time it is selected, gain another companion.


Divination Sphere You can predict the future and gain information not available to the usual 5 senses.


Limited Divination Choose either sense or divine. You can only use this ability and cannot use the other type.


Divination: Sense As a standard action, you may grant yourself paranormal senses for 1 hour/caster 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: Prescience (sense) You may spend a spell point to gain a special sense granting a +1 insight bonus to attack rolls. This bonus increases by +1 every 10 caster levels. In addition, you may dismiss this sense before making an attack or combat maneuver to instead gain an insight bonus of 10 + ½ your caster level to the roll as a free action.


Extended Casting Your magic takes longer to use than normal. When using an ability gained from a sphere or talent, increase the casting time by one step: swift and immediate actions become move actions, move actions become standard actions, standard actions become full-round actions, full-round actions take 1 round to complete, and 1-round actions take 1 minute to complete. This drawback counts as 2 drawbacks when determining boons and bonus spell points.


Focus Casting Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. The focus must be wielded or equipped to be used (for example, a wand must be held, a ring must be equipped in a ring slot, etc.) Using magic without your focus requires you to attempt a concentration check (DC 20 + ½ the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.

If you are carrying your focus when subject to a polymorph effect that would normally meld your equipment into your new form, your focus melds into your body as well, causing this drawback to function as the center of power drawback for the duration of the effect.

You may not select this drawback if you possess the Center Of Power or Galvanized drawbacks.


Incanter Specializations At 1st level, the incanter may choose a series of specializations, gaining additional abilities at the cost of some versatility. Every specialization costs a number of the incanter’s bonus feats, as indicated by the chart below. Each specialization costs either 1, 2, or 3 specialization points. The incanter cannot have more than 5 points worth of specializations.

He uses his incanter level as their effective cleric, sorcerer, or wizard level when determining the power of these abilities.

Most specializations come into effect beginning at 1st level. However, if the incanter possesses multiple specializations, he may only gain the benefits of one at 1st level, plus another at every odd level after 1st. Two specializations that both only cost 1 specialization point count as a single specialization for this purpose.


Specialization: Master of Mysteries (Su) (2 specialization points) The incanter has training in the deep mysteries in magic, and his influence can be felt by all spell casters. As a standard action, he may tune himself to the environment, so that all magic flows through him. He must spend a standard action every round to maintain the attunement, and he can only be attuned for a maximum number of rounds per day equal to his class level + his casting ability modifier. These rounds do not need to be consecutive.

When any enemy caster uses a sphere ability or casts a spell or spell-like ability, they must overcome the incanter’s influence if any part of their line of effect comes within 60 feet of him. If they succeed on a magical skill check against his magical skill defense, then their spell acts normally. If they fail, there are consequences.

At 1st level, a failed magical skill check causes the spell to be weakened. The caster level of the spell is lowered by the amount the check was failed by. If this reduces the caster level to 0 or less, the spell is countered.

At 6th level, a failed magical skill check causes the spell to be countered.

At 11th level, if the incanter counters a spell, he may use an immediate action to redirect it to a different target as if they had been the original target of the spell. If an attack roll is required, he uses the same attack roll the original caster made.

At 16th level, the incanter may store a countered effect for later use. He may only store one spell this way, and may continue to store it for up to 24 hours. Using the spell is a swift action, and uses the caster level and casting ability modifier of the original caster, but the incanter now controls the ability.

At 20th level, the incanter may maintain this ability as a move action.


Specialization: Sphere Specialization (3 specialization points) The incanter specializes in a sphere of his choice. The incanter gains that sphere as a bonus sphere and gains a +1 bonus to his caster level with that sphere. In addition, he also gains a series of abilities associated with that sphere, as detailed below. Some specializations have optional sub-specializations which may be chosen when the sphere specialization is gained. Like archetypes, these sub-specializations trade out one or more of a sphere specialization’s benefits for new abilities.


Conjuration Specialization

Summoner’s Charm (Su): At 3rd level, whenever the incanter summons a companion from the Conjuration sphere and maintain its presence through concentration, the companion remains for a number of rounds after he ceases concentrating equal to 1/2 his incanter level (minimum 1) before disappearing.

Aura of Banishment (Su): At 8th level, as a free action the incanter can emit a 30-foot aura of banishment for one round. He may emit this aura for a total number of rounds per day equal to his incanter level. These rounds do not need to be consecutive. Any summoned or called creature in the area (except those he specifies) must attempt a Will save each round. Once the creature fails a Will saving throw, it is staggered as long as it remains inside the aura. If it fails a second Will saving throw, it is immediately sent back to its home plane and the spell or effect that summoned it immediately ends. If that spell or effect summoned more than one creature, only the creature that failed its saving throws is affected. If the summoned creature was a companion, it cannot be summoned again for 1 minute.

Mirrored Summoning: At 20th level, once per day when the incanter summons a companion, he may summon a duplicate of that companion with the same action. He must spend all required spell points to summon this duplicate companion, just as with the original.


Mana Sphere


Mana: Expunge As a standard action, you may expunge the energy from a creature within close range, applying the effects of a single (expunge) talent that you possess upon the creature.

When you gain the Mana sphere, you gain the following (expunge) talent:


Mana: Spellburn (Expunge) You may spend a spell point and attempt a magic skill check against your target. If successful, you burn a number of spell points from the target’s spell pool, removing it from their spell pool as if they had used the spell point themselves (although this does not trigger effects that rely on spell points being spent, such as drawbacks from the target’s casting tradition, or the triggering of wild magic). The amount of spell points burned starts 1d3 and increases at 5th level and every four caster levels thereafter (up to a maximum of 3d6 at 25th caster level), as listed under Table: Burn Dice.


Table: Burn Dice

Caster Level

Burn Size

1st

1d3

5th

1d4

9th

1d6

13th

2d4

17th

2d6

21st

3d4

25th

3d6


Note: The expunge ability is created with the intention of being used upon other spellcasters that utilize the Spheres of Power system of magic, but can be made to work with other systems of magic as well. When used against a spellcaster that utilizes the core system of magic in the Pathfinder Roleplaying Game, a GM may allow it to burn spell slots or spells prepared. To calculate which spells are affected, total the number of spell points burned. The caster suffering from the Spellburn talent may then choose an amount of spell slots or prepared spells to lose. They must choose an amount of spells that amount to the points cost, following this list to determine the value of each spell level in spell points:


Level 1-2: 1 spell point, Level 3-5: 2 spell points, Level 6-8: 3 spell points, Level 9: 4 spell points.


If there is an amount of spell points remaining that the spellcaster cannot sacrifice spells of a level to make up for without going above the amount (for example, only losing 1 spell point but not having any 1st or 2nd level spell slots/prepared spells left), they may ignore the remainder without sacrificing additional spell slots. When used on creatures with psionic manifesting (Psionics Unleashed by Dreamscarred Press), the creature loses a number of power points equal to the number of spell points that would have been lost multiplied by 1 + its Hit Dice/4.


Mana: Manipulation You learn to bend the rules of magic to your advantage. As a standard action, you may use any (manipulation) that you possess, up to a range of close. You must remain within this range when maintaining a (manipulation) through concentration. When you gain the Mana sphere, you gain the following (manipulation):


Mana: Shuffle (Manipulation) You may manipulate an area within range, altering the rules of magic within a radius of up to 10 feet + 5 feet per 10 caster levels. You may select a single modification to make to the manipulated area at the time of casting, listed below. This area remains for as long as you concentrate, to a maximum of 1 round per caster level, but you may always spend a spell point to allow the effect to remain without concentration for its maximum duration. All spells cast in or into the affected area, or that pass through the area (such as a ray) are subject to this ability’s effects.

Only one shuffle can be in effect in an area at a time, with any attempt to overlap areas requiring a magic skill check against the MSD of the initial shuffle effect. If you succeed, the initial shuffle effect is dispelled, but on a failure you fail to cast the shuffle effect.

You may modify the rules of magic in the following ways:

Elemental Rewiring: Select a single energy type from the following list: acid, cold, electricity, or fire. You convert all energy damage from magical and supernatural effects that are affected by your shuffle into the selected type, but only if they are energy types that are on the prior list of energy types. At 7th caster level, you add sonic to this list. At 12th caster level, you add force to this list. At 17th caster level, you add negative and positive energy to this list.

Protective Rewiring: Select a single saving throw between Fortitude, Reflex and Will. Whenever a creature within the area of your shuffle must attempt a saving throw against a magical or supernatural effect, they must instead use the modifier of the saving throw you chose.

The saving throw is still treated as the original type required by the magical or supernatural effect (i.e., evasion still works when switching from Reflex to Fortitude), and any conditional modifiers that apply to the original type still apply, but not from the new type. The caster of a sphere effect changed by this ability may attempt a magic skill check against your Mana sphere DC to stop creatures from utilizing this effect against that specific sphere effect.


Mana: Manabond As a swift action made as part of successfully using an expunge or (manipulation) that targets a creature other than yourself, or as a move action made by spending a spell point to touch a creature other than yourself, you can create a manabond between yourself and the targeted creature for as long as you concentrate, to a maximum of 1 minute per caster level. Concentration on a manabond only requires a swift action, with the action required being unable to be lowered by any means other than the Magical Conduit talent. When creating a manabond, you may add a single (manabond) talent that you possess to the effect.

A manabond is a direct, invisible and intangible line of energy that connects you and your target, and remains active up to close range, beyond which the manabond breaks, and the effect ends. As long as you have a manabond with a creature, you may always pinpoint their exact location (although this does not negate any concealment they may have).

When creating a manabond, you are considered the host of the manabond, with the targeted creature considered the recipient. A creature can only be the host of a single manabond, and cannot be the recipient of multiple manabonds at the same time. If a second manabond would be cast on a creature, the caster must attempt a magic skill check against the MSD of the currently active manabond on the target. If the caster succeeds, the other manabond is suppressed, causing it to remain active and ongoing as long as it is maintained, but having no effect on the recipient until the suppressing manabond has ended.

If the caster fails, their manabond becomes suppressed, with the original manabond remaining active. Even when suppressed, a host may still pinpoint the location of the recipient.

When you gain the Mana sphere, you gain the following (manabond) talent:


Mana: Mystical Bond (Manabond) You can assist the recipient of your manabond in their spherecasting, or hamper their efforts. When creating this manabond, you can choose to apply either a penalty or a competence bonus to their caster level, but only for a single sphere, decided at the time of casting. This bonus or penalty begins at 1, and increases by 1 every eight caster levels you possess. The penalty cannot reduce a creature’s caster level below 1.


Skilled Casting You must create your magic through singing, drawing, or performing some other activity. Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). You must succeed at a skill check to use any sphere ability. The DC of this skill check is 15 + the ability’s caster level. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 caster level. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost.

A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other drawbacks. For example, a caster who must draw to create magic must have at least one hand free, although unless he also possesses Somatic Casting he may do so while wearing any armor without a chance of arcane spell failure. Likewise, a caster who uses music to create magic must be able to speak, but unless he also possesses Verbal Casting he can do so by whispering and thus not automatically break stealth.

At the GM’s discretion, this drawback may count as two drawbacks if the skill involved requires bulky equipment or the use of both hands (for example, the Perform (strings) skill, or Craft [stonework]).


Warrior Angel Companion

N biped Medium outsider (Warrior Companion)

Init +1; Senses Perception +0

Defense

AC +13, touch +11, flat-footed +12 (+1 Dex, +2 natural)

hp 11 (1d10+1)

Fort +3, Ref +1, Will +2

DR 2/evil

Offense

Speed 30 ft.

Melee mwk greatsword +6 (2d6+3, 19-20, good)

Ranged mwk chakram +3 (1d8+3)

Special Attacks smite evil 1/day (+0 to hit, +1/+2 damage)

Statistics

Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11

Base Atk +1; CMB +4; CMD 15

Feats Weapon Focus (greatsword)

Skills Knowledge (Planes) +3

SQ Aligned Creature, Battle Creature (x2), Planar Creature (celestial)


Conjuration: Battle Creature (form) Your companion is learned in the ways of war. It gains proficiency with all simple weapons and when summoned, appears with up to 2 weapons it is proficient with (masterwork, but of unremarkable composition). These weapons gain a +1 enhancement bonus for every 3 Hit Dice possessed to a maximum of +5. A companion may gain this form talent twice. If gained a second time, it gains proficiency with all martial weapons and treats its Hit Dice as fighter levels when meeting the prerequisites for feats.

Note: If using Spheres of Might, companions with Battle Creature (form) may take martial traditions instead of proficiency with all martial weapons.


Conjuration: Planar Creature (type) Your Conjuration companion is strongly tied to the alignment planes. Choose one of the following alignment groups. Your companion gains two of the options listed under than alignment group. Taking this talent a second time grants the remaining two options under that alignment.

Celestial
DR 2/evil (increasing by +1 per 5 Hit Dice)
Energy resistance (acid, cold, electricity) equal to 1/2 Hit Dice
+1 saves vs. disease (increasing by +1 per 5 Hit Dice)
Attacks count as good for the purpose of overcoming damage reduction.

Sage Dragon Companion

N quadruped Medium outsider

Init +2; Senses Perception +0

Defense

AC +14, touch +12, flat-footed +12 (+2 Dex, +2 natural)

hp 11 (1d10+1)

Fort +3, Ref +4, Will +0

DR 2/evil

Offense

Speed 40 ft.

Melee bite +4 (1d6+2)

Special Attacks breath weapon once per 1d4 rounds (30 ft cone, 1d8 fire, DC 11)

Statistics

Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11

Base Atk +1; CMB +3; CMD 15

Feats Weapon Focus (bite)

Skills Knowledge (Planes) +3

SQ Draconic Creature


Conjuration: Draconic Creature (form) Your companion is draconic in nature. It gains a breath weapon which it may use once per 1d4 rounds. You must decide when this talent is gained whether your companion will breathe a 30-foot cone or a 60-foot line and whether it deals acid, cold, electricity, or fire damage. It deals 1d8 damage per 2 Hit Dice (minimum 1d8), and creatures may attempt Reflex saves (DC 10 + ½ Hit Dice + Constitution modifier) for half damage.


Build

The Gatherer Mage is built with a 20-point buy and 105 gp starting wealth. Favored Class Bonus is +⅙th of a bonus magic talent. If using a lower point buy, you can lower everything but Intelligence and Wisdom, that are also your most important attributes if using a higher point buy (or rolling really well). Wisdom is your casting statistic and affects the save DCs of all your magic and martial talents, your spell pool, and bolsters your Will saves; Intelligence fuels your skill ranks and is mandatory for Spellcraft and Knowledge checks. Charisma is also useful for long, extenuating bargainings with outsiders and other monster types.


How To Play a Gatherer Mage

You are an arbiter, a planar expert and researcher, and a fanatic about monsters and their characteristics. You know everything about ecology, special attacks and abilities, and the environment of monsters, and try your best to recreate them in your conjured companions. Fame, wealth, love, and squabbles between good and evil or law and chaos interest you less than increasing the quantity, quality, and variety of your “deck”.


Future Abilities

Magic Talents Aligned Creature* (2nd), Altered Size, Animal Creature*, Bestial*, Destruction sphere (Energy Focus), Devil, Divine, Enhancement sphere, Explosive Companion, Extra Companion (x3*), Fate sphere (Sanctified, Tongue of Ages), Fire Blast*, Gift of Knowledge, Greater Altered Size, Greater Summoning, Hanged Man, Harden/Weaken, Justice, Knowledge Drain, Lovers, Magical Companion, Manathief, Manavore, Mark of Lifeburn, Mass Summon, Natural Enhancement, Physical Enhancement, Planar Creature (2nd), Powerful Companion, Protection sphere, Spell Ward, Spell-Warded Companion, Troop Companion, Strength*, Temperance*

Feats Cantrips, Evolved Summoned Monster, Exceptional Ally, Harrowed, Harrowed Summoning, Linked Equipment, Magical Aptitude, Mind Over Manners, Weapon Focus (quarterstaff)

Skills Spellcraft, Knowledge (all), Diplomacy, and Profession (fortuneteller) are the most important skills for a Gatherer Mage.

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