The enchanter uses magic to control and manipulate the minds of his victims.Įnchanting Smile: You gain a +2 enhancement bonus on Persuasion checks and saving throws against enchantment spells. These rounds do not need to be consecutive. You can use this ability for a number of rounds equal to your Wizard level. If you choose to hinder, your enemies take a -2 penalty on those rolls instead. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.įoretell: At 8th level, you can utter a prediction of the immediate future. At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.ĭiviner's Fortune: When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to your 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a total number of times per day equal to your Wizard level.ĭiviners are masters of remote viewing, prophecies, and using magic to explore the world.įorewarned: You receive a bonus on initiative checks equal to 1/2 your Wizard level (minimum +1). This attack ignores Spell Resistance.ĭimensional Steps: At 8th level, you can use this ability to teleport up to 30 feet as a Move Action. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. The acid dart deals 1d6 points of acid damage + 1 for every two Wizard levels you possess. This increase is not doubled by Extend Spell.Īcid Dart: As a Standard Action, you can unleash an acid dart targeting any foe within 30 feet as a ranged Touch Attack. Summoner's Charm: Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your Wizard level (minimum 1). The Conjurer focuses on the study of summoning monsters and magic alike to bend to his will. Any damage in excess of your absorption is applied to you normally. Whenever you take Energy Damage, apply immunity vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.Įnergy Absorption: At 6th level, you gain an amount of Energy Absorption equal to 3 times your Wizard level per day. This bonus increases by +1 for every five Wizard levels you possess. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. Protective Ward: As a Standard Action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. At 20th level, this resistance changes to immunity to the chosen energy type. At 11th level, this resistance increases to 10. Resistance: You gain resistance 5 to an energy type of your choice, chosen when you prepare Spells. The abjurer uses magic against itself, and masters the art of defensive and warding magics. If a Wizard decides not to specialize, it can go the Universalist route, a more versatile but less focus approach. Wizards can select one of the eight available specialist schools. Abilities in Pathfinder: Wrath of the Righteous can be used for both dealing damage to Enemies, inflict Status Ailments, buff characters or just protect you. Class Features are generally passive benefits that characters gain based on their Class but can also sometimes be active Skills that you can use in combat. Specialist School is a one of many Class Features in Pathfinder: Wrath of the Righteous. Wizards with the universalist school do not receive a school slot. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. This spell must be in the wizard's spellbook. Each day, a Wizard can prepare a spell from this specialty school in that slot. In addition, specialist wizards receive an additional Spell slot of each spell level he can cast, from 1st on up. A Wizard that does not select a school receives the universalist school instead.Įach arcane school gives the wizard a number of school powers. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that chooses to specialize in one school of magic, gaining additional Spells and powers based on that school.
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