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| ==Expertise== | | ==Expertise== |
| ===Concomitant=== | | ===Concomitant=== |
− | The Concomitant is never alone, always accompanied by their familiar. They are adept at finding help from all sources, whether the help wants to be helpful or not.
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− | ====Concomitant 1====
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− | Concomitants gain a familiar. The familiar has a number of HD equal to the Concomitant's Wizard level. This does not grant changes to size, but does improve defence, skills, feats, etc. All choices made on behalf of the familiar are made by the Concomitant. It is identical to its base species, physically. The Concomitant may communicate with their familiar, and gain a bonus based on the familiar's species.
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− | {| class="wikitable"
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− | ! Species
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− | ! Bonus
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− | |-
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− | | Hawk
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− | | +2 to Perception checks
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− | |-
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− | | Owl
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− | | +2 to Knowledge checks
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− | |-
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− | | Toad
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− | | +2 to Fortitude defence
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− | |-
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− | | Cat
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− | | +2 to Reflex defence
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− | |-
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− | | Rat
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− | | +2 to Will defence
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− | |}
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− | If the familiar dies, a Concomitant may perform a Commune ritual to try and acquire another. After a successful Commune ritual, the Concomitant must succeed a DC15 Diplomacy check to convince the animal to join them.
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− | ====Concomitant 2====
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− | The Concomitant can communicate telepathically with their familiar, as long as they within 5 miles of each other. Additionally, the familiar gains 2 HD. As a Standard action, with a DC15 Concentration check, the Concomitant may share senses with their familiar.
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− | ====Concomitant 3====
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− | The bonus the Concomitant gains from their familiar doubles. Additionally, the familiar gains a further 2 HD.
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− | ====Concomitant X====
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− | A master Concomitant may cast their powers through their familiar. They may only cast powers granted via an Arcane power source, and only if the familiar is within 50ft / 10sq per caster level.
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| ===Professor=== | | ===Professor=== |
− | Professors dedicate their lives to the study of particular areas of wizardry above and beyond all else. Few others can best a Professor in their field, though they may struggle outside it.
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− | ====Professor 1====
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− | A Professor chooses a non-adventuring skill. They gain +4 to checks for all chosen skills
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− | ====Professor 2====
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− | A Professor chooses another non-adventuring skill. They may always take 10 on their chosen skills, even when threatened.
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− | ====Professor 3====
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− | An expert Professor chooses a third non-adventuring skill. They gain the Skill Focus feat for their chosen skills. If they already have the appropriate Skill Focus feat, they gain the Skill Prodigy feat.
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− | ====Professor X====
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− | A master Professor may educate their fellows. If they help or instruct an ally on an action relating to one of their skills, that ally gains the benefit of any feats the Professor has relating to that skill for that action.
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| ===Scrivener=== | | ===Scrivener=== |
− | Scriveners understand that words hold power. Beyond that, words can be powerful long after they're spoken. They excel at the arts of runecraft, scroll-making, and the like.
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− | ====Scrivener 1====
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− | When creating a scroll via the Scribe Scroll ritual, a Scrivener may scribe a power with +1 PP limit.
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− | ====Scrivener 2====
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− | A Scrivener may inscribe their powers on surfaces. In doing so, they spend the PP as required, and a temporary mark is made on the inscribed surface. They may choose to have the inscription trigger when read, or when touched.
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− | Inscribing their power is a full round action or the normal casting time of the power, whichever is longer. The inscription retains its power for a number of hours equal to the Scrivener's Arcane level (ie, the sum of all class levels that have the Arcane power source). If the duration on the inscription expires, then the PP is lost without an effect.
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− | ====Scrivener 3====
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− | When creating a scroll via the Scribe Scroll ritual, a Scrivener receives 2 free PP to spend on the power.
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− | ====Scrivener X====
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− | A Scrivener's scroll-based class features now apply to inscribed powers. The time required to perform the Scribe Scroll ritual is halved, and inscriptions can be made as a standard action or the normal casting time of the power, whichever is longer.
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− | ===Alchemist===
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− | Alchemists have learnt the value of the material world around them. Between their potions, oils, and other reagents, they can have a great effect without the need to overly exert themselves.
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− | ====Alchemist 1====
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− | An Alchemist receives a +2 Class bonus to thrown weapon attacks. They also have advantage to Craft (Alchemy) checks.
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− | ====Alchemist 2====
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− | Adept Alchemists learn to bottle their powers. They gain access to the Create Concoction ritual.
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− | ====Alchemist 3====
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− | Master Alchemists get +2 PP limit when bottling powers via the Create Concoction ritual. Additionally, the objects they make via Craft (Alchemy) are better. Their DCs are increased by 5 and their area is increased by 5ft / 1sq in all directions, where applicable.
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− | ====Alchemist X====
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− | Expert Alchemists are able to angle their thrown weapon attacks just right. When attacking with a thrown alchemical weapon, they may ricochet the attack. This can double the range of the attack and allows the Alchemist to ignore armor and cover bonuses, but doubles the critical failure range of the attack roll. The ricochet must be announced before the roll is made.
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| ==Proficiencies== | | ==Proficiencies== |