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====Core Classes==== The following is a list of common adventuring professions in the Slayers world. They have few limitations, if any, and most races can find a career pursuing any of them. =====Bandit===== Bandits focus less on their own personal strength, and more on getting a posse together to beat up anyone in their way. While they can be technically good, they would rather use illegal vigilantism than follow the law or enlist with the local militia. Almost every bandit chooses such a life for money. Whether it's robbing from the rich or the poor, a bandit can one day hope to have their own group to lead to riches and plunder. :'''Alignment''': Any non-lawful :'''Hit Die''': d10 :'''Class Skills''': Appraise(INT), Bluff(CHA), Climb(STR), Craft(INT), Disguise(CHA), :Gather Information(CHA), Handle Animal(CHA), Hide(DEX), Intimidate(CHA), Jump(STR), Move :Silently(DEX), Profession(WIS), Reputation(CHA), Search(INT), Sleight of Hand(DEX), :Survival(WIS), Swim(STR), Taunt(CHA), Use Rope(DEX) :'''Skill Points at 1st Level''': (6+INT modifier)x4 :'''Skill Point at Each Additional Level''': 6+INT modifier :'''Class Features''': Proficiency with all simple and martial weapons, light armor, and shields (except tower shields) ::'''Outcast''': +2 bonus to Intimidate checks; Survivor: +2 bonus to Survival checks ::'''Ganging Up''': At 2nd level or higher, bandits using the "Aid Another" option in combat provides double the normal bonus of +2 to +4 ::'''Sneak Attack''': Functions as the rogue ability of the same name ::'''"Get'em!"''': At 4th level or higher, flanking bonuses increase from +2 to +4 ::'''Band''': At 8th level or higher a bandit can have a band of followers as if they have the Leadership feat. If the character has the Leadership feat, that feat's score is increased by +2. The cohort is greedy and selfish, but may become loyal to the character over time ::'''Gang''': At 11th level the Band becomes a Gang, and their Leadership score increases by +2 ::'''Mob''': At 14th level, the Gang becomes a Mob, and their Leadership score increases by +2 ::'''Clan''': At 17th level, the Mob becomes a Clan, and their Leadership score increases by +2 ::'''Ravening Hordes''': At 20th level, the bandit's Leadership increases by another +2. =====Bounty Hunter===== As the name implies, bounty hunters earn their living by capturing targets, dead or alive. Sometimes they work as independent contractors for governments, hunting down known criminals for a reward. Others can be hired as mercenaries for unsavory organizations to track down a person or object. At their core, a bounty hunter is a lone wolf, working with others usually out of necessity rather than companionship. :'''Alignment''': Any :'''Hit Die''': d8 :'''Class Skills''': Balance(DEX), Bluff(CHA), Climb(STR), Concentration(CON), Craft(INT), Forgery(INT), Gather Information(CHA), Handle Animal(CHA), Hide(DEX), Intimidate(CHA), Jump(STR), Listen(WIS), Move Silently(DEX), Profession(WIS), Reputation(CHA), Sense Motive(WIS), Spot(WIS), Survival(WIS), Swim(STR), Tumble(DEX), Use Rope(DEX) :'''Skill Points at 1st Level''': (6+INT modifier)x4 :'''Skill Points at Each Aditional Level: 6+INT modifier :'''Class Features''': Proficiency with all simple and martial weapons, and with light armor and shield (except tower shields) ::'''Track''': Receives the Track feat for free at 1st level ::'''Wild Empathy''': Functions similar to a Diplomacy check on animals, rather than humans. The player rolls a 1d20 and adds their bounty hunter level and Charsima modifier to determine the result of the check. Domestic animals are usually neutral following a successful check, while wild animals are usually unfriendly. The bounty hunter and targeted animal must have line of sight of each other, be within 30 feet of each other, and have about 1 minute to study each other for Wild Empathy to be used. ::'''Bonus Feats''': At 2nd level and every 4 leveles thereafter, bounty hunters receive one of the following bonus feats (player's choice): Code, Combat Expertise (Improved Disarm, Improved Trip), Dramatic Zeal, Endurance (Diehard), Exotic Weapon Proficiency, Improved Unarmed Strike (Improved Grapple, Stunning Fist), Skill Focus (with any class Skill), Skill Specialty (with any class Skills), Toughness, Weapon Focus. The player must still meet all of the prerequisites for a bonus feat before selecting it. ::'''Uncanny Dodge''': At 3rd level, a bounty hunter cannot be caught flatfooted. The player retains his or her Dexterity bonus to AC (if any) even if surprised or attacked by an invisible enemy. However, they still lose any Dexterity bonus to AC if immobilized. If the player already has Uncanny Dodge from a different class, they automatically gain Improved Uncanny Dodge (see below) instead. ::'''Trap Sense''': At 5th level, bounty hunters gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks from traps. These bonuses rise to +2 at 10th level, +3 at 15th level, and +4 at 20th level. These bonuses are cumulative with other Trap Sense bonuses from other classes. ::'''Improved Uncanny Dodge''': At 8th level, the bounty hunter can no longer be flanked. This also denies bandies or rogues the ability to sneak attack on the flank, unless the attacker is at least four levels higher. If the bounty hunter already has Improved Uncanny Dodge thanks to another class, the levels of both of those classes are added together to determine the minimum level required to perform a flanking sneak attack on the bounty hunter. ::'''Swift Tracker''': At 8th level, bounty hunters can follow tracks without the normal -5 penalty to movement speed. They also only take a -10 penalty (instead of -20) when moving at up to double the normal movement speed while tracking. ::'''Evasion''': At 9th level, bounty hunters can make Reflex saving throws against attacks that normally deal half-damage on a successful save. If they succeed, they take no damage instead. Evasion can only be used while wearing light, or no, armor. Bounty hunters unable to move, like from immobilization, cannot use Evasion. ::'''Fast Movement''': At 12th level, the bounty hunter's normal movement speed increases by +5 only while wearing light, or no, armor. Apply the bonus before modifiers for wearing armor or weight carried. At 16th level, this bonus increases to a total of +10. =====Loremaster===== A loremaster is someone with a mastery over a specific field of knowledge. Whether it's how to create chimeras, construct Copies, or kill dragons, a loremaster's understanding of an aspect of the world is unmatched. While ancient tomes of knowledge are locked away in libraries and reliquaries, a good loremaster puts their skills to the test in the field, proving that they truly know as much as they think they do. :'''Alignment''': Any :'''Hit Die''': d6 :'''Class Skills''': Appraise(INT), Concentration(Con), Craft(INT), Decipher Script(INT), Diplomacy(CHA), Forgery(INT), Gather Information(CHA), Heal(WIS), Knowledge(Arcana)(INT), Knowledge(Religion)(INT), Knowledge(all skills, taken individually)(INT), Profession(WIS), Search(INT), Sense Motive(WIS), Spellcraft(INT), Use Magic Device(CHA), Vision(INT) :'''Skill Points at 1st Level''': (10+INT modifier)x4 :'''Skill Points at Each Additional Level''': 10+INT modifier :'''Class Features''': Proficiency with simple weapons, but not with armor nor shields ::'''Loremaster Knowledge''': Loremasters can make special checks to see if they know something about persons, places, or things of note in the world, with a bonus equal to the sum of their loremaster level and Intelligence modifier. A loremaster with 5 or more ranks in Knowledge(History) gains a +2 synergy bonus to this check. A successful check will not reveal the secrets of a magical item, but may give a hint as to how it works. A loremaster may not take 10 or take 20 on this check; it is entirely random, based on the GM's determination. :::'''DC;''' '''Type of Knowledge''' :::10; Common, known by most people :::20; Uncommon, but not unheard of by some people :::25; Obscure, only a few people know this :::30; Rare, and either never heard of by most, forgotten by those who did know it, or known by those who can't recognize its importance ::'''Secret''': At 2nd level, and every two levels afterward, a loremaster learns one of the following secrets: :::''Applicable Knowledge'': Gain any one feat which the player meets the prerequisites for. This secret can be learned repeatedly. :::''Lore of Advanced Casting'': Choose either sorcery, shamanism, or white magic spells. The loremaster can now learn spells of this type. This secret may be learned more than once to discover the other fields not chosen the first or, if applicable, second time. :::''Lore of Auras'': The loremaster can now use Search Skill to read the aura of a magic item and identify either its basic properties, or the power level of the spell or effect on it. :::''Lore of Common Knowledge'': Select any one cross-class skill. That skill becomes a class skill for the loremaster, and gainst a +2 bonus on all checks with that skill. This secret can be learned repeatedly, but does not raise a skill's bonus. Each time this secret is revealed, a different skill must be chosen. :::''Lore of Defense'': Gain a +1 dodge bonus to AC. This secret may be learned repeatedly, and its effects are cumulative. :::''Lore of Magical Power'': Select a type of magic (common, shamanistic, sorcery, or white magic). When casting spells of that type, the loremaster gains a +5 bonus to Fortitude saving throws and control checks. This secret may be learned more than once, but the effects are not cumulative. Each revelation must apply to a different type of magic. :::''Lore of Skills'': Gain an additional 4 skill points. These skill points are spent normally. This secret can be learned multiple times, and its effects are cumulative. :::''Lore of Spells'': Increases the maximum number of spells known by three per loremaster level. Additionally, the player adds their loremaster level to control checks just as for any other spellcasting class. :::''Lore of Weapons'': Gain a +1 bonus to attack rolls. This secret may be learned more than once, and its effects are cumulative. :::''Nerve Bundle Strike'': The loremaster can now make a special attack once per day, either to kill or paralyze their target. This attack is made with a normal melee weapon, and the attack must be declared before the attack roll is made. If the attack hits, the target must make a Fortitude save (DC 10+any damage dealt by the attack). If the roll fails, the target is either killed, or paralysed for 1d6 minutes, plus 1 minute per loremaster level. If the roll succeeds, the target takes normal attack damage instead. This secret may be learned more than once, and each time it is learned the loremaster can use one additional special attack per day. :::''Secret Strike'': The loremaster can now make a secret strike. Once per day, they can add their Intelligence bonus to an attack roll for success, and on successful strikes deal 1 point of extra damage per loremaster level. This secret can be learned more than once, and allows the use of an extra secret strike each day. =====Noble===== While there are many snotty, snobbish, snooty nobles in the world, there are a few who still feel the call for adventure despite their landing. These nobles become generals who lead armies, or diplomats who travel from country to country, or scholars who become entangled in sorcerous politics. No matter their destination, a noble is never without their wealth, their dignity, and their natural pride from their heritage. These resources are what gives them their own edge when it comes to traveling the world, either for adventure or leisure. :'''Aligntment''': Any :'''Hit Die''': d8 :'''Class Skills''': Bluff(CHA), Craft(INT), Diplomacy(CHA), Disguise(CHA), Gather Information(CHA), Intimidate(CHA), Knowledge(all skills taken individually)(INT), Perform(CHA), Profession(WIS), Reputation(CHA), Ride(DEX), Sense Motive(WIS), Swim(STR), Taunt(CHA) :'''Skill Points at 1st Level''': (6+INT modifier)x4 :'''Skill Points at Each Additional Level''': 6+INT modifier :'''Class Features''': Proficiency with all simple and martial weapons, and with light and medium armor and shields (except tower shields) ::'''Fascinate''': As long as the noble has 3 or more ranks in a Perform skill, they can use Fascinate to perform a speech to cause fascination one or more creatures. Each creature must be within 90 feet, be able to hear the noble, and have enough intelligence to pay attention to the speech. Both the creature and noble must have line of sight with each other. Nearby distractions may prevent the ability from succeeding. While Perform(Oratory) is the preferred skill, at the GM's discretion other Perform skills may be used. The number of targets that can be affected is up to or equal to the noble's class level. ::'''Inspire Courage''': As long as the noble has 3 or more ranks in a Perform skill, they can use Inspire Courage to perform a speech to bolster a targeted ally. The target must be able to hear the noble, and lasts for as long as the noble can be heard and for 5 rounds thereafter. Allies affected by Inspire Courage get a +1 morale bonus on charm, domination, and fear saving throws, as well as on attack and weapon damage rolls. At 8th level and every six noble levels thereafter, Inspire Courage gains an additional +1 morale bonus to rolls. ::'''Recognition''': The player can make a Reputation check as a free action. If the Reputation check result is less than 10, the noble receives neither a bonus nor penalty. A successful recognition check can be used, at the GM's discretion, to bypass normal conventions such as rules, regulations, or to gain special favors. ::'''Inspire Competence''': A noble of at least 3rd level with at least 6 ranks in a Perform skill can inspire an ally to succeed at a given task. The ally must be within earshot and have sight of the noble. The ally gains a +2 competence bonus on skill checks with a specific skill as long as they continue to hear the noble. The effect lasts as long as the noble concentrations, up to a maximum of 2 minutes, and cannot be used on the self. ::'''Line of Credit''': A noble of at least 4th level allows the noble to make purchases without having to spend money, relying on their funds from home. Within their domain, these purchases are automatic and implied. Outside of their domain, Line of Credit may require a Diplomacy or Intimidate skill check, or be simply unavailable. If the noble's kingdom is bankrupt or destroyed, there may not be a Line of Credit at all. At the GM's discretion, some items may not be available for a Line of Credit because they are too expensive. Also, the noble will be required to pay the debt off at a later date. Failure to do so can, at the GM's discretion, result in disasterous consequences when the debtors come to collect. ::'''Leadership''': Gain Leadership as a bonus feat at 5th level, regardless of prerequisites. ::'''Impressive Argument''': A noble of at least 6th level with 9 or more ranks in a Perform skill can force their target to do as commanded. Impressive Argument requires a successful Fascinate. A Will saving throw (DC 10+half noble's level+noble's Charisma modifier) negates the effect. If the command puts the target in harm's way, a second saving throw can be attempted with a +2 or +4 modifier, as appropriate. ::'''Inspire Greatness''': At 9th level or higher, and with 12 or more ranks in a Perform skill, the noble can move themselves or an ally within 30 feet to greater feats. For every three levels a noble gains beyond 9th level, they can target an additional ally with a single use of this ability. Inspire Greatness requires the ally to hear the noble, and to be able to speak. This effect lasts as long as they hear the noble, and for 5 rounds thereafter. A creature affected by Inspire Greatness gains 2 bonus hit dice (d10s) as well as their temporary hit points (apply the target's Constitution modifier to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. ::'''Inspirational Leader''': At 12th level or higher, a noble can improve their Inspire features. Using an Inspire ability that benefits an ally, increase that effect by 50%, rounded up. ::'''Inspire Heroics''': At 15th level or higher and with 18 or more ranks in a Perform skill, the noble can push themselves or an ally within 30 feet to tremendous acts, no matter the odds. For every three levels a noble gainst beyond 15th, they can use this ability on an additional creature. The noble must be able to speak and be heard by their ally for a full round. This inspiration grants a +4 morale bonus on saving throws, and a +4 dodge bonus to AC. This effect lasts for as long as the noble is heard, and for up to 5 rounds afterwards. ::'''Great Leadership''': A noble of at least 18th level gains more followers than other nobles. They may have an additional cohort, and twice as many followers of each level. =====Priest===== Priests dedicate their lives to the worship of either Ceipheed, or his dragon aspects that remain in the world. They can be found either living in a metropolitan community, such as Saillune proper, or traveling abroad performing miracles, as Rezo the Red Priest did prior to his death. Most priests are highly respected members of the community due to the kindness they exhibit, and the charity they inspire. However, some priests don't inspire the call to action; some fanatics, like the Cult of Shabranigdu, have been known to exist and promote the end of the world, and Shabranigdu's subordinates also have their own priests, such as Greater Beast's retainer Xellos. :'''Alignment''': Any :'''Hit Die''': d6 :'''Class Skills''': Concentration(CON), Craft(INT), Diplomacy(CHA), Gather Information(CHA), Handle Animal(CHA), Heal(WIS), Knowledge(Local)(INT), Knowledge(Religion)(INT), Listen(WIS), Perform(CHA), Profession(WIS), Sense Motive(WIS), Spellcraft(INT) :'''Skill Points at 1st Level''': (4+INT modifier)x4 :'''Skill Points at Each Additional Level''': 4+INT modifier :'''Class Features''': Priests are proficient with simple weapons, but not with armor or shields ::'''Detect Evil''': Priests can detect evil at will, using a Sense Motive check with a DC 15. This may be countered by the target using a Bluff check of their own. Success on the Sense Motive roll allows the priest to see if the target is good or evil. ::'''Smite Evil''': Once per day, a priest can add their Charisma bonus to a normal attack roll and deal 1 extra damage per priest level with the attack. If the target is not evil, there is no extra damage, and Smite Evil will be wasted for that day. At 5th level, and every five levels thereafter, the priest gains an additional use of Smite Evil. ::'''Staff''': A staff is a sign of a priest's office, and is used as their sole focus for spellcasting purposes. If a priest loses their staff, they are unable to use any priest class abilities until it is recovered, or a new staff is specifically crafted for them. Each staff is unique to the priest, and can be highly decorated, or subtly notched for identification. A staff reflects a priest's personality, and should be designed as such. A priest does not need to be wielding the staff to use priest class abilities, but it must be in their possession. ::'''Divine Grace''': At 2nd level, the priest gains a bonus equal to their Charisma bonus on all saving throws. ::'''Lay On Hands''': At 2nd level, a priest with a Charisma of 12 or higher can heal wounds, their own or others, by touch. Each day, the priest can use Lay On Hands to heal damage equal to their priest level multiplied by their Charisma bonus. This healing may be divided by multiple recipients, and does not need to be expended all at once. Lay On Hands is a standard action. ::'''Divine Health''': At 3rd level, priests are immune to all diseases, magical, supernatural, or otherwise. ::'''Remove Disease''': At 6th level, priests can remove the diseases of another once per week. This can be used an additional time each week every three levels after 6th. ::'''Bonus Feats''': At 7th level and every 6 levels thereafter, priests gain one of the following bonus feats by player's choice: Code, Dignified, Dramatic Zeal, Iron Will, Loyal, Skill Focus (any class skill), Skill Specialty (any two class skills), Weapon Focus (staff) ::'''Spellcasting''': At 11th level, priests are considered spellcasters. They may learn additional spells, just as wizards or sorcerers, and increase their maximum known spells by four per priest level above 10th. Additionally, the priest adds their class level-10 to control checks. However, priests may only learn white magic spells. ::'''Longevity''': At 16th level, priests age much slower. Priests age only one year for every five years that pass. =====Rogue===== Rogues are easily the most versatile of adventurers, having to learn how to work their way through proper society, lower slums, and the wilderness to survive. Quick-witted and always finding a way to get out of the trouble they put themselves in, rogues create ways to give themselves an edge, either in combat or in conversation. :'''Alignment''': Any :'''Hit Die''': d8 :'''Class Skills''': Appraise(INT), Balance(DEX), Bluff(CHA), Climb(STR), Concentration(CON), Craft(INT), Disable Device(INT), Disguise(CHA), Escape Artist(DEX), Forgery(INT), Gather Information(CHA), Hide(DEX), Intimidate(CHA), Jump(STR), Listen(WIS), Move Silently(DEX), Open Lock(DEX), Perform(CHA), Profession(WIS), Reputation(CHA), Search(INT), Sense Motive(WIS), Sleight of Hand(DEX), Spot(WIS), Swim(STR), Taunt(CHA), Tumble(DEX), Use Rope(DEX) :'''Skill Points at 1st Level''': (8+INT modifier)x4 :'''Skill Points at Each Additional Level''': 8+INT modifier :'''Class Features''': Rogues have essentially all of the class features of the standard rogue class, and the Slayers D20 asks that you turn to the Player's Handbook for more information on rogue class abilities. They are proficient in light armor and all simple weapons. =====Warrior===== Warriors are one of the most ubiquitous professionals in the world. They can be found serving royalty in a guard, hired as bodyguards for protection services, or simply be knights errant looking to prove themselves for love. Strength and skill is the ultimate goal of a good warrior, and they take each challenge presented before them as an opportunity to test their skills, finding relish in their never-ending fight against the world. :'''Alignment''': Any :'''Hit Die''': d10 :'''Class Skills''': Climb(STR), Craft(INT), Handle Animal(CHA), Intimidate(CHA), Jump(STR), Listen(WIS), Profession(WIS), Ride(DEX), Spot(WIS), Swim(STR), Taunt(CHA), Tumble(DEX), Use Rope(DEX) :'''Skill Points at 1st Level''': (4+INT modifier)x4 :'''Skill Points at Each Additional Level''': 4+INT modifier :'''Class Features''': Proficiency with all simple and martial weapons, all armors (light, medium, heavy), and all shields (including tower shields) ::'''Style''': At 1st level, select a preferred weapon style: single-weapons, two-handed weapons, two-weapon fighting, weapon-and-shield, thrown weapons, or crossbows. Style bonuses can be applied to attack rolls, damage rolls, or AC, but only while fighting in the selected Style, and only provides bonuses to one of the three. The warrior gains an additional Style bonus every sixth level after 1st, and can be applied to a different style and roll, or to the same style and a different roll, or to the same style and same roll previously selected for a cumulative bonus. The GM must approve of the selected style. ::'''Bonus Feat''': AT 2nd level, and every three levels afterwards, warriors gain a bonus feat selected from the following list: Blind-Fight, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Improved Critical, Improved Initiative, Improved Shield Bash, Improved Unarmed Strike (Improved Grapple, Deflect Arrows, Snatch Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Ride-By Attack, Spirited Charge, Trample), Point-Blank Shot (Far Shot, Precise Shot, Rapid Show, Manyshot, Shot-on-the-Run, Improved Precise Shot), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder), Quick Draw, Rapid Reload, Two-Weapon Fighting (Two-Weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting), Weapon Finesse, Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization). Warriors must still meet the prerequisites for their desired bonus feat before selecting it. ::'''Judge Opponent''': A warrior can determine the skill of another person by watching them fight, or fighting against the target. This skill check is d20+class level+INT modifier. Succeeding a DC 15 allows the warrior to determine if the opponent is weaker, similar, or better than themselves. This can be determined by comparing the totals of each person's attack bonus and AC. If the totals are within 3 points of each other, they are considered approximately equal in strength. However, this can be concealed by a target that succeeds on a counter Bluff check. If Judge Opponent succeeds a DC 20, they can determine the target's attack bonus and AC. If the check succeeds a DC25, they can learn the other person's identity if disguised, or determine either the place they trained or where they were raised. If Judge Opponent is used on someone who is not in combat, the check has a -10 penalty. If the player has Judge Opponent as a class ability in another class, add both class levels to the check. =====Witch/Wizard===== A witch or a wizard is a non-professional spellcaster, having either not yet joined, or abstained from joining, the Sorcerers' Guild or similar magic circle. These individuals either lacked the funds or desire to move on into specializing in specific schools of magic, and come out to be more well-rounded and still strong in their own right. They often become advisors, bodyguards, or magical merchants, using their knowledge of magic to supply goods and reagents to those seeking greater magical heights. While laymen may often call them sorcerers, actual sorcerers take offense towards being called a witch or a wizard, as it implies they are not the professional they actually are in spellcasting. :'''Alignment''': Any :'''Hit Die''': d6 :'''Class Skills''': Concentration(CON), Craft(INT), Decipher Script(INT), Diplomacy(CHA), Knowledge(Arcana)(INT), Knowledge (all skills, taken individually)(INT), Profession(WIS), Reputation(CHA), Search(INT), Spellcraft(INT), Spot(WIS), Swim(STR), Use Magic Device(CHA), Vision(INT) :'''Skill Points at 1st Level''': (4+INT modifier)x4 :'''Skill Points at Each Additional Level''': 4+INT modifier :'''Class Features''': Witches and wizards are proficient with all simple weapons, but are not proficient with any armor or shields ::'''Spellcasting''': Wizards are spellcasters. They may increase their maximum known spells by four per class level, and use their class level to control checks. Unless they gain a class ability from another class to learn more advanced spells, they may only learn common spells. ::'''Magical Training''': Wizards know how to use common spells, and may add their class level to Fortitude saves used to cast common spells. ::'''Bonus Feat''': At 1st level and every fifth level afterwards, wizards gain a bonus feat. This feat must be an item creation feat, metamagic feat, or Spell Mastery. ::'''Defense Barrier''': At 2nd level, wizards learn how to construct defensive barriers to protect against magic. At higher levels, the barrier gains increased effectiveness. ::'''Advanced Casting''': At 7th level, wizards may select one type of advanced magic (shamanistic, sorcery, or white magic), and learn spells of that type. Magical Training does not apply to these spells.
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