d20 Misfit Studios The Core Specialist Wizard - The Transmuter.pdf

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Copyright 2005, Misfit
Studios. All rights reserved.
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JUPITERIMAGES 2005. All
rights reserved. Some imag-
es © 2003 V Shane. Some art-
work from Fantasy Filler Art
copyright Rick Hershey, All rights reserved. Some artwork copyright
Octavirate Entertainment, used with permission.
Requires the use of the Dungeons & Dragons Player’s Handbook,
Third Edition, published by Wizards of the Coast, Inc. This product uti-
lizes updated material from the v.3.5 revision.
Author: Steven Trustrum
Illustrators: Gary Dupuis
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as Product Identity, as defined in the Open
Gaming License version 1.0a, Section 1(e),
and are not Open Content. All trademarks,
registered trademarks, proper names (charac-
ters, deities, artifacts, plac-
es, etc.), artwork and
trade dress, with
the exception
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sion or license.
The Transmuter
The transmuter specialist wizard has been transformed into its
own 20-level base class. The standard wizard found in the
PHB remains the typical, universal wizard base class.
Specialists and
Multi-Classing
Specialists cannot multi-class with oth-
er specialist wizard classes of schools
prohibited by any current specialist
wizard classes. Furthermore, if the
character later multi-classes into
any other spellcasting classes, be
they divine or arcane in na-
ture, spells from prohibited
schools remain beyond the
character’s ability to learn.
Declaration
of Open Game
Content
All text pertaining to game
mechanics and statistics, along
with the class names, are declared
Open Game Content. All items
subject to the definition of
Product Identity (see previ-
ous) are the property of
Misfit Studios™ and
cannot be used without
written permission,
with the exception of
clip art used under
permission or license.
New Feats
Along with the
new feats to be found
in this section, also
introduced is an
entirely new cat-
egory of feats.
Specialist
feats
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are only available to specialist wizards, and most only to a specific type
of specialist.
Benefits: This feat works in the same fashion as Eschew Materials,
but it applies to material components valued at 5 gp or less.
Special: You may take this feat multiple times. Each additional in-
stance requires you have two more levels of transmuter and increases
the previous value of eschewed material components by a multiplier of
5. For example, taking this feat twice requires 3 levels of transmuter and
eschews material components of 25 gp or less, whereas taking it four
times requires 9 levels of transmuter and eschews material components
valued up to 3,125 gp.
Table 1: New Feats
Feat
Prerequisites
1 level of any specialist wizard class,
Int 12
Forbidden Lore *
4 levels of transmuter, Appraise 4
ranks, Craft (alchemy) 8 ranks
Frugal Alchemist *
1 level of transmuter, Eschew
Materials
Preferred Transmutation (Specialist)
You are better able to work transmutation upon a certain type of tar-
get.
Improved Eschew Materials *
Preferred Transmutation *
1 level of transmuter
Retain Component *
12 levels of transmuter
Prerequisites: 1 level of transmuter
Benefits: Select a type of creature against which you increase the save
DC for any Transmutation spells you cast by +2. Alternatively, you may
choose inanimate objects as this feat’s subject, although most inanimate
objects don’t get saving throws.
1 level of transmuter, Craft (alchemy)
4 ranks
Safe Alchemy *
4 levels of any single specialist wizard
class, Charisma 14+
Specialist Familiar *
* This is a Specialist feat
Special: You may select this feat more than once, choosing a different
creature type for each additional instance.
Forbidden Lore (Specialist)
You know a spell that you, as a specialist, should not.
Retain Component (Specialist)
At some personal risk, you can resist a spell’s need to annihilate a
spell component.
Prerequisites: 1 level of any specialist wizard class, Int 12+
Benefits: You can learn one spell of your prohibited magic school, to
a maximum spell level equal to your Intelligence bonus.
Prerequisites: 12 levels of transmuter
Frugal Alchemist (Specialist)
You can stretch your alchemical resources incredibly far.
Benefits: Whenever casting a spell with a material component, you
may opt to prevent the spell from annihilating the object. Doing so re-
quires a successful Concentration check against the spell’s save DC, as
modified by the material component’s value.
Prerequisites: 4 levels of transmuter, Appraise 4 ranks, Craft (alche-
my) 8 ranks
Benefits: When making an alchemical item, you need only pay one-
fifth the item’s price in raw materials.
Component Value
DC Modifier
Less than 1 gp
1 gp to 10 gp
+1
Normal: When making an alchemical item, you pay one-third the
item’s price in raw materials.
11 gp to 100 gp
+2
101 gp to 500 gp
+3
Improved Eschew Materials (Specialist)
You can cast spells without relying upon more expensive material
components.
501 gp to 1,000 gp
+4
Per +1,000 gp (round up)
+1
If this check fails, you suffer 1 hp of damage per point the check fell
below the DC by.
Prerequisites: 1 level of transmuter, Eschew Materials
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central aspect of their chosen career, without that curiosity or a sharp
mind to control both, a transmuter becomes limited by the obvious rather
than being open to a vast arsenal of possibilities. They are not necessar-
ily skilled philosophers or theologians, however. It is the question that
drives them more than the answer, and even when an answer is found
the hope is that it will lead to more questions.
Safe Alchemy (Specialist)
You are less wasteful when it comes to failed alchemy.
Prerequisites: 1 level of transmuter, Craft (alchemy) 4 ranks
Benefits: You do not ruin half your raw materials with a failed Craft
(alchemy) check unless you fail by 10 or more.
Alignment
Normal: Failing a Craft check by 5 or more ruins half the raw materi-
als.
Change is rarely lawful, instead relying upon the unpredictability of
chaos to drive it, meaning most will rarely be lawful or even neutral.
Morality is secondary―even irrelevant― to change, so either good or evil
is as likely to be favored as not.
Religion
Specialist Familiar (Specialist)
Your familiar is altered into a creature more suited to your specialty.
Prerequisites: 4 levels of any single specialist wizard class, Charisma
14+
Benefits: Your familiar gains the following abilities, as befitting your
specialty wizard class:
Transmuters are commonly indifferent towards religion because
most preach creed and conformity rather than theological exploration or
curiosity. The exception are gods devoted to chaos or change.
Background
Transmuter : Cast expeditious retreat on itself 1/day, using its HD
plus its master’s Int modifier as its caster level.
The transmuter’s natural curiosity creates a tying bind between these
specialists that often transcends even the greatest of differences, if only
for a moment. Enemies have been known to stop their fighting to share
a moment of revelation or introspection. To this end, transmuters often
form or join alchemical guilds, explorer societies and the like. More tra-
ditional schools and guilds are too bogged down with convention and
ritual to suit most transmuters, which is telling of their general inability
to get along with other wizards and specialists who are too formulaic in
their spellcasting and overall outlook on the world.
Races
The Transmuter Core Class
A transmuter firmly believes that if you don’t like how the world is,
it’s up to you to change it. Literally. In fact, many are rarely satisfied with
how things are, which is why they pursued this specialization and why
so may also take up alchemy with great vigor. Transmuters are innately
curious and always looking for new ways to perceive and experience
things―their world is dynamic and transient, and definitely not to be ac-
cepted at face value, which is why they enjoy analyzing it so.
Adventures
Most races embrace transmuters because few are entirely satisfied
with how things are, now matter how much a race may try to convince
themselves and others to the contrary. Even the more dour and logical
of races are as likely to count transmuters amongst their kind as anyone
else. For example, the dwarves, practical people that they are, are more
likely to muzzle their curiosity than not and yet their desire to uncover a
technique of transmutation or alchemy that will let them alter other met-
als into gold is the stuff of legends. Half-orcs especially welcome transm-
uers because so many of their spells may be used to enhance a warrior’s
abilities.
Transmuters approach their adventures with an open mind and are
(no surprise here) prepared for circumstances to change without warn-
ing. They don’t just look at a situation to consider what is but also what
may be with a little help from them: potential circumstances are limited
only by the transmuter’s creativity and spellbook contents. Like other
specialists, and wizards in general, transmuters seek knowledge through
exploration and adventure, but more for the sake of experiencing some-
thing new or solving puzzles than anything else.
Other Classes
Characteristics
The specialist will likely learn to work with the other classes well, es-
pecially considering so many of their spells are intended to supplement
character aspects the transmuter won’t necessarily be in the best position
Curiosity about the world around them drives the transmuter, per-
haps even more than their spells do. While their spells are obviously a
3
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to take advantage of. Spells such as magic weapon and enlarge person favor
warriors whereas jump or cat’s grace can aid a rogue in a bind. If work-
ing solely with other spellcasters, the benefits gained from many of their
spells will be lost in all but the most tangential of ways.
Game Rule Information
Transmuters have the following game statistics.
Abilities: As with wizards, Intelligence determines the strength of a
transmuter’s spells, how many he can cast, and how difficult it is to resist
those spells’ effects.
Alignment: Any.
Role
Although a transmuter’s spells can have a variety of uses, especially
for more imaginative specialists, they lean more towards augmenting
what one has on hand, be it an object or person, than anything else. As
such, they largely stay out of the way and work in a support role so that
they can manipulate the environment or boost their companions’ abili-
ties without undue risk. Their penchant for change also makes them ex-
cellent alchemists, a skill that can go far in aiding most situations.
Hit Die: d4.
Class Skills
The transmuter’s class skills (and the key ability for each skill) are
Table 2: The Transmuter
Base
Attack
Bonus
——–——————— Spells per Day —–———————
Fort
Save
Ref
Save
Will
Save Special
Level
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
+0
+0 +0 +2 Summon familiar, component substitution
3 1 — — — — — — — —
4 2 — — — — — — — —
2nd
+1
+0 +0 +3
3rd
+1
+1 +1 +3 Bonus spell
4 2 1 — — — — — — —
4th
+2
+1 +1 +4 Bonus feat
4 3 2 — — — — — — —
5th
+2
+1 +1 +4
4 3 2 1 — — — — — —
6th
+3
+2 +2 +5 Bonus spell
4 3 3 2 — — — — — —
7th
+3
+2 +2 +5
4 4 3 2 1 — — — — —
8th
+4
+2 +2 +6 Bonus feat
4 4 3 3 2 — — — — —
4 4 4 3 2 1 — — — —
9th
+4
+3 +3 +6 Bonus spell
10th
+5
+3 +3 +7 Special ability
4 4 4 3 3 2 — — — —
11th
+5
+3 +3 +7
4 4 4 4 3 2 1 — — —
12th
+6/+1 +4 +4 +8 Bonus spell
4 4 4 4 3 3 2 — — —
13th
+6/+1 +4 +4 +8 Bonus feat
4 4 4 4 4 3 2 1 — —
14th
+7/+2 +4 +4 +9 Special ability
4 4 4 4 4 3 3 2 — —
15th
+7/+2 +5 +5 +9 Bonus spell
4 4 4 4 4 4 3 2 1 —
4 4 4 4 4 4 3 3 2 —
16th
+8/+3 +5 +5 +10 Bonus feat
17th
+8/+3 +5 +5 +10 Special Ability
4 4 4 4 4 4 4 3 2 1
18th
+9/+4 +6 +6 +11 Bonus spell
4 4 4 4 4 4 4 3 3 2
19th
+9/+4 +6 +6 +11 Bonus feat
4 4 4 4 4 4 4 4 3 3
4 4 4 4 4 4 4 4 4 4
20th
+10/+5 +6 +6 +12 Special ability
4
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Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int),
Knowledge (all skills, taken individually) (Int), Profession (Wis), and
Spellcraft (Int.)
studying, the transmuter decides which spells to prepare.
Bonus Languages
A transmuter may substitute Abyssal or Draconic for one of the bo-
nus languages available to the character because of his race.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Summon Familiar
A transmuter can obtain a familiar in exactly the same manner as
a sorcerer can. See the sorcerer description and the information on
Familiars in the PHB for details.
Class Features
All of the following are class features of the transmuter.
Weapon and Armor Proficiency
Transmuters are proficient with the dagger, heavy crossbow, light
crossbow, light mace, and quarterstaff, but not with any type of armor
or shield. Armor of any type interferes with a transmuter’s movements,
which can cause his spells with somatic components to fail.
Component Substitution
A transmuter may substitute one object for another in order to use
it as a material component rather than the usual component demanded
by the spell. The maximum value of a material component that may be
substituted in this fashion is determined by the transmuter’s level, as
follows:
Transmutation Specialization
A transmuter gains a +2 bonus on Spellcraft checks to learn
Transmutation spells. At this time, he must also give up two other
schools of magic, which become his prohibited schools.
A transmuter can never give up divination to fulfill this require-
ment.
Transmuter Level Maximum Component Value
1st to 4th Level x 10 gp
5th to 8th Level x 50 gp
9th to 12th Level x 100 gp
13th to 16th Level x 250 gp
17th and above Level x 500 gp
The object to be substituted for the usual material component must be
of equal or greater value to the latter.
Spells of the prohibited schools are not available to the transmuter,
and he can’t even cast such spells from scrolls or fire them from wands.
He may not change his prohibited schools later.
Spells
A transmuter casts arcane spells which are drawn from the sorcerer/
wizard spell list. A transmuter must choose and prepare his spells ahead
of time (see below.)
Bonus Spell
At levels 3, 6, 9, 12, 15 and 18 the character selects a Transmutation
spell level that he is able to cast and he gains an additional spell per day
of that level. This ability can be applied to spell levels that have previ-
ously benefited from instance of Bonus Spell. The spell level selection
can vary with each new memorization of spells.
To learn, prepare, or cast a spell, the transmuter must have an
Intelligence score equal to at least 10 + the spell level. The Difficulty Class
for a saving throw against a transmuter’s spell is 10 + the spell level + the
transmuter’s Intelligence modifier.
Bonus Feats
At 4th, 8th, 13th, 16th and 19th level, a transmuter gains a bonus feat.
At each such opportunity, he can choose a metamagic feat, an item cre-
ation feat, a specialist feat, or Eschew Materials, Skill focus (craft [al-
chemy]), Spell Focus (transmutation) or Spell Mastery. The transmuter
must still meet all prerequisites for a bonus feat, including caster level
minimums.
Like other spellcasters, a transmuter can cast only a certain number of
spells of each spell level per day. His base daily spell allotment is given
on Table 2: The Transmuter . In addition, he receives bonus spells per
day if he has a high Intelligence score, as does a wizard.
Unlike a bard or sorcerer, a transmuter may know any number of
spells. He must choose and prepare his spells ahead of time by getting
a good night’s sleep and spending 1 hour studying his spellbook. While
These bonus feats are in addition to the feat that a character of any
5
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