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

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Author: Steven Trustrum
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Armored Image (Specialist)
Armored Image (Specialist)
Your images are more diffi cult to hit.
Prerequisites: 3 levels of illusionist, Wis 12
Benefi ts: Any of your illusion effects that have an ACt,
such as the mirror image spell or the nightwalker’s shadow
puppet ability, add your Wisdom bonus to their AC.
Copyright 2005, Misfi t Studios. All rights reserved.
Some artwork is Copyright JUPITERIMAGES 2005.
All rights reserved. Some images © 2003 V Shane.
Some artwork from Fantasy Filler Art copyright Rick
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Octavirate Entertainment, used with permission.
Table 1: New Feats
Table 1: New Feats
Feat
Prerequisites
Armored Image
3 levels of illusionist, Wis 12
Distraction *
1 level of illusionist
Façade *
5 levels of illusionist, Cha 12
The illusionist 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.
Forbidden Lore *
1 level of any specialist wizard
class, Int 12
Improved Haze *
1 level of illusionist, Int 12
Specialists and Multi-Classing
Specialists and Multi-Classing
Specialists cannot multi-class with other specialist wizard
classes of schools prohibited by any current specialist wiz-
ard classes. Furthermore, if the character later multi-classes
into any other spellcasting classes, be they divine or arcane
in nature, spells from prohibited schools remain beyond the
character’s ability to learn.
Iron Veil *
5 levels of illusionist, Wis 12
Sense Illusion
Search 8 ranks, Spot 8 ranks,
Int 12
Specialist Familiar *
4 levels of any single specialist
wizard class, Charisma 14+
Uncompromising Sight
Spot 6 ranks
* This is a Specialist feat
Distraction (Specialist)
Distraction (Specialist)
You are able to feign reality to momentarily draw atten-
tion away from yourself.
New Feats
Along with the new feats to be found in this section, also
introduced is an entirely new category of feats. Specialist
feats are only available to specialist wizards, and most only
to a specifi c type of specialist.
New Feats
Prerequisites: 1 level of illusionist
Benefi ts: By sacrifi cing a 0-level illusion spell as a free
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action, you force anyone within 5 feet of you (be they friend
or foe) to make a DC (10 + Int modifi er) Disbelief saving
throw. This DC increases by +1 for every 3 illusionist lev-
els you possess. Anyone who fails has their attention briefl y
distracted by the spell’s altered effects, imposing a −1 pen-
alty to all attack, skill and Refl ex saving throw rolls for the
rest of the round (or during their action in the next round if
they’ve already acted during the current round.)
your specialty.
Prerequisites: 4 levels of any single specialist wizard
class, Charisma 14+
Benefi ts: Your familiar gains the following abilities, as
befi tting your specialty wizard class:
Illusionist : The familiar can camoufl age itself as a free
action, granting a +4 bonus to Hide checks. This effect lasts
for as long as the familiar remains conscious.
Each time this feat is used, you must declare if the dis-
traction will be a sound or vision. Facing is irrelevant as
the effect will work on anyone within 5 feet, regardless, but
creatures unable to sense the chosen effect are immune.
Uncompromising Sight (General)
Uncompromising Sight (General)
You are not fooled as easily as most others by illusions.
Façade (Specialist)
Façade (Specialist)
You are better able to work illusions upon yourself.
Prerequisites: Spot 6 ranks
Benefi ts: You gain a +4 bonus to Disbelief rolls.
Prerequisites: 1 level of illusionist, Cha 12
Benefi ts: Any illusion spell targeting yourself increases
its Disbelief saving throw DC by your Charisma bonus.
The Illusionist Core Class
The Illusionist Core Class
Illusionists tend to be an odd bunch because they prefer
the impression of effect rather than actually bringing about
that effect. Given half the chance, most illusionists will talk
your ear off for hours on end about the perception of reality
rather than existence being reality’s true foundation. After
all, they might argue, is the belief in something being real any
different than that something actually existing? Yeah, and
illusionists are surprised that most other spellcasters view
them as buffoons and tricksters. Even wizards and other
specialists can’t deny the legitimacy of studying illusion,
however, considering most employ it (if not to the same de-
gree) in some fashion.
Forbidden Lore (Specialist)
Forbidden Lore (Specialist)
You know a spell that you, as a specialist, should not.
Prerequisites: 1 level of any specialist wizard class, Int
12+
Benefi ts: You can learn one spell of your prohibited mag-
ic school, to a maximum spell level equal to your Intelligence
bonus.
Improved Haze (Specialist)
Improved Haze (Specialist)
Your haze ability is more effective than normal.
Prerequisites: 1 level of illusionist, Int 12
Adventures
While gallivanting on some adventure or other (which
they may undertake in search of fun as much as anything
else), illusionists tend to react rather than acting fi rst be-
cause so many of their spells rely upon examining a situa-
tion before being able to use their powers to best effect. For
instance, upon hearing a sound around the corner, creating
an illusory pack of orcs simply won’t have the same effect if
the sound’s source is an actual orcish horde. Waiting, how-
ever, allows for the creation of something that would strike
fear into the orcs, such as a club swinging ogre or two. This
isn’t to say illusionists aren’t proactive. An ambush or trap is
well aided by a carefully crafted illusion to help conceal it.
Benefi ts: You increase the Spot penalty imposed by
haze by an amount equal to your Int bonus. For example, a
Intelligence of 14 would increase a haze penalty of –2 to –4.
Iron Veil (Specialist)
Iron Veil (Specialist)
You are better able to work illusions upon others.
Prerequisites: 5 levels of illusionist, Wis 12
Benefi ts: Any fi gment or glamer spell directly targeting
another object or person in order to mask the way others
perceive it increases its Disbelief saving throw DC by your
Wisdom bonus.
Characteristics
Almost certainly of even greater importance to an illu-
sionist than their spells is their imagination―what good is
the ability to fake reality if you’re too dull and dry to make
it convincing? How best to employ illusions comes from
experimenting and getting creative, which tends to make
these specialist incredibly artistic and fun-loving. In fact,
one of the few things they have a habit of pushing farther
than the imagination they enact through their illusions is the
wildness that often manifests in their fl amboyant lifestyle,
clothes and personalities.
Sense Illusion (General)
Sense Illusion (General)
You have an innate sense about what is real and what is
illusion.
Prerequisites: Search 8 ranks, Spot 8 ranks, Int 12
Benefi ts: Having line of sight to and passing within (Int
bonus x 5 feet) of an illusion allows you to make a DC (15 +
illusion’s spell level) Spot check as a free action. Success al-
lows you to make a Disbelief saving throw without having
to fi rst interact with or study the illusion.
Specialist Familiar (Specialist)
Specialist Familiar (Specialist)
Your familiar is altered into a creature more suited to
Although illusionists are rarely lacking for friends con-
sidering their general affability and outgoing personalities,
2
many still choose to call familiars. An illusionist’s familiar
is only rarely lacking in the same colorful showiness their
masters are likely to display, meaning most will have inter-
esting personalities all their own and enjoy being covered in
ornaments, dyes and similar decorations.
ally foster such behavior. Considering the personality types
the illusionist specialty tends to attract, it’s quite amazing
that any of them have the self-discipline that’s still required
to learn magic in the fi rst place.
Races
Alignment
Gnomes count more illusionists amongst their kind than
any other race combined because the exploration of percep-
tion and reality suits their inquisitive, explorer’s nature.
Dwarves and half-orcs easily having the fewest; illusion
doesn’t suit a dwarf’s practical nature whereas half-orcs
aren’t inclined to a magic that can’t directly maim or kill.
Elven illusionists are more likely to be artists than anything
else and are very common amongst most of their kind, earn-
ing a fame that is rare amongst most other races. They use
their magic to create the sort of realistic transience that nor-
mally seems so alien to their long lives. Halfl ing illusionists,
on the other hand, are the epitome of the illusionist prank-
ster and are probably the most exuberant and fun-loving of
them all.
Other Classes
Whether good, neutral or evil, most illusionists are cha-
otic (big surprise considering their personalities.) They are
inclined not to accept the world laid out before them as is
and are predisposed to not allowing others to set boundaries
on how they interact with and perceive their environment. A
good illusionist is about as cheerful and friendly a person as
you’re ever likely to meet, whereas one that is evil will fi nd
great enjoyment in fooling others towards foul purposes.
Religion
As a whole, illusionists are among the specialists most
likely to show a good deal of piety because their whole ap-
proach to spellcraft is creating the impression of reality from
that which holds no mortal substance. Deities of trickery,
humor and fate are especially appealing to illusionists.
Illusionists tend to work best with other classes that pre-
fer subtlety over the ham-fi sted approach. Rogues and bards
are especially well-suited to work alongside illusionists,
whereas barbarians and fi ghters see the indirect approach
as cowardly or ineffective, making them unlikely allies of
these specialists.
Background
Illusionists are likely to be people who had a diffi cult
time dealing with the regulations of their culture. This means
many are just as likely to be well known pranksters or an-
archists as they are artists. Of course, they prefer to refer to
themselves as freethinkers, especially in cultures that actu-
Table 2: The Illusionist
——–——————— Spells per Day —–———————
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Level
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Summon familiar
3 1 ————————
4 2 ————————
2nd
+1
+0
+0
+3
Bonus feat
3rd
+1
+1
+1
+3
Bonus spell
4 2 1 ———————
4th
+2
+1
+1
+4
4 3 2 ———————
Haze 1
4
3
2
1
——————
5th
+2
+1
+1
+4
6th
+3
+2
+2
+5
Clear vision +1
4
3
3
2
——————
7th
+3
+2
+2
+5
4
4
3
2
1
—————
8th
+4
+2
+2
+6
Bonus spell
4
4
3
3
2
—————
9th
+4
+3
+3
+6
Bonus feat
4
4
4
3
2
1
————
10th
+5
+3
+3
+7
Haze 2
4
4
4
3
3
2
————
11th
+5
+3
+3
+7
Bonus spell
4
4
4
4
3
2
1
———
12th
+6/+1
+4
+4
+8
Clear vision +2
4
4
4
4
3
3
2
———
13th
+6/+1
+4
+4
+8
Bonus spell
4
4
4
4
4
3
2
1
——
14th
+7/+2
+4
+4
+9
4
4
4
4
4
3
3
2
——
15th
+7/+2
+5
+5
+9
Haze 3
4
4
4
4
4
4
3
2
1
16th
+8/+3
+5
+5
+10
Bonus spell
4
4
4
4
4
4
3
3
2
17th
+8/+3
+5
+5
+10
Bonus feat
4
4
4
4
4
4
4
3
2
1
18th
+9/+4
+6
+6
+11
Clear vision +3
4
4
4
4
4
4
4
3
3
2
19th
+9/+4
+6
+6
+11
Bonus spell
4
4
4
4
4
4
4
4
3
3
20th
+10/+5
+6
+6
+12
Haze 4
4
4
4
4
4
4
4
4
4
4
3
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and prepare his spells ahead of time (see below.)
Role
To learn, prepare, or cast a spell, the illusionist must have
an Intelligence score equal to at least 10 + the spell level. The
Diffi culty Class for a saving throw against an illusionist’s
spell is 10 + the spell level + the illusionist’s Intelligence
modifi er.
Because of his specialty, an illusionist’s role will be lim-
ited to creative application more than either practical utility
or actual manipulation. Their abilities require a lot of cre-
ativity to be used offensively, and so how much help an il-
lusionist can offer during a confl ict greatly depends on their
surroundings. Knowing how best to use what is on hand
is the mark of a great illusionist and will defi ne their place
amongst others.
Like other spellcasters, an illusionist can cast only a cer-
tain number of spells of each spell level per day. His base
daily spell allotment is given on Table 2: The Illusionist . In
addition, he receives bonus spells per day if he has a high
Intelligence score, as does a wizard.
Unlike a bard or sorcerer, an illusionist 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 studying, the illusion-
ist decides which spells to prepare.
Game Rule Information
Game Rule Information
Illusionists have the following game statistics.
Abilities: As with wizards, Intelligence determines the
strength of an illusionist’s spells, how many he can cast, and
how diffi cult it is to resist those spells’ effects.
Alignment: Any.
Bonus Languages
Bonus Languages
An illusionist may substitute Draconic for one of the bo-
nus languages available to the character because of his race.
Hit Die: d4.
Class Skills
Class Skills
The illusionist’s class skills (and the key ability for
each skill) are Bluff (Cha), Concentration (Con), Craft
(Int), Decipher Script (Int), Disguise (Cha), Hide (Dex),
Knowledge (all skills, taken individually) (Int), Listen (Wis),
Perform (Cha), Profession (Wis), Sleight of Hand (Dex), and
Spellcraft (Int.)
Summon Familiar
Summon Familiar
An illusionist 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.
Bonus Spell
Bonus Spell
At levels 3, 8, 11, 13, 16 and 19 the character selects an
Illusion spell level that he is able to cast and he gains an
additional spell per day of that level. This ability can be ap-
plied to spell levels that have previously benefi ted from in-
stance of Bonus Spell. The spell level selection can vary with
each new memorization of spells.
Skill Points at 1st Level: (2 + Int modifi er) x4.
Skill Points at Each Additional Level: 2 + Int modifi er.
Class Features
Class Features
All of the following are class features of the illusionist.
Bonus Feats
Bonus Feats
At levels 2, 9 and 17, an illusionist gains a bonus feat. At
each such opportunity, he can choose a metamagic feat, an
item creation feat, a specialist feat, or Alertness, Deceitful,
Spell Focus (illusion), Spell Mastery or Stealthy. The illu-
sionist must still meet all prerequisites for a bonus feat, in-
cluding caster level minimums.
Weapon and Armor Proficiency
Illusionists are profi cient with the club, dagger, rapier,
light crossbow, and quarterstaff, but not with any type of ar-
mor or shield. Armor of any type interferes with an illusion-
ist’s movements, which can cause his spells with somatic
components to fail.
Weapon and Armor Proficiency
Illusion Specialization
Illusion Specialization
An illusionist gains a +2 bonus on Spellcraft checks
to learn Illusion spells. At this time, he must also give up
two other schools of magic, which become his prohibited
schools.
These bonus feats are in addition to the feat that a charac-
ter of any class gets from advancing levels. The illusionist is
not limited to the categories of item creation feats, metamag-
ic feats, or Spell Mastery when choosing these feats.
Haze (Su)
Haze (Su)
It is much more diffi cult to notice or clearly focus one’s
interest upon a 5th-level illusionist, imposing a –1 penalty
to Spot checks against the character. This penalty applies in
all situations, including when trying to see through an illu-
sion that allows for such a roll or even a common disguise,
even if the illusionist isn’t actively trying to avoid the spot
or maintain a façade.
An illusionist can never give up divination to fulfi ll this
requirement.
Spells of the prohibited schools are not available to the
illusionist, and he can’t even cast such spells from scrolls or
fi re them from wands. He may not change his prohibited
schools later.
Spells
Spells
An illusionist casts arcane spells which are drawn from
the sorcerer/wizard spell list. An illusionist must choose
At level 10 this penalty increases to –2 and again to –3 at
level 15 and –4 at level 20.
4
Clear Vision (Ex)
Clear Vision (Ex)
A 6th-level illusionist is better able to see through illu-
sions, granting a +1 bonus while making Disbelief saves.
This bonus increases further by +1 at levels 12 and 18.
Weapon and Armor Proficiency
Weapon and Armor Proficiency
A nightwalker is profi cient with simple and martial
weapons, and with shields (except tower shields) and light
armor.
Spellbooks
An illusionist must study his spellbook each day to pre-
pare his spells. He cannot prepare any spell not recorded in
his spellbook, except for ghost sound or read magic , which all
illusionist s can prepare from memory.
An illusionist begins play with a spellbook containing
all 0-level wizard spells (except those from his prohibited
school or schools) plus three 1st-level spells of your choice.
For each point of Intelligence bonus the illusionist has, the
spellbook holds one additional 1st-level spell of your choice.
At each new illusionist level, he gains two new spells of any
spell level or levels that he can cast (based on his new il-
lusionist level) for his spellbook. At any time, an illusionist
can also add spells found in other wizard’s spellbooks to his
own.
Spellbooks
Shadow Puppet (Sp)
1 + his Charisma modifi er (minimum of 1) per day, a
nightwalker can create a false image of himself that acts as
though created by casting major image , although it will ap-
pear identical to the nightwalker’s current appearance. This
appearance cannot be altered in any way except by altering
the nightwalker himself. So, to disguise the projected im-
age the nightwalker would need to be wearing a disguise.
Similarly, any damage the nightwalker suffers will appear,
as if from nowhere, on the projected image.
Duration is (nightwalker level + Int modifi er) rounds
(minimum of 1 round) and can be dismissed at any time
as a free action. The image will stand still for that duration,
requiring a DC 10 Concentration check as a free action to
do something simple, like move. Complex actions, such as
speech with appropriate mannerisms or dancing requires a
DC 15 (or higher) Concentration check with each action. If
being used while the nightwalker is involved in combat or
spellcasting, increase the Concentration DC to control the
image by +4 and/or also by +2 if also using the nightwalk-
ing ability in that round (see following.) Events that other-
wise cause a spellcaster to make a Concentration check are
also needed at that same DC while manipulating a shadow
puppet image. If the Concentration check fails the project-
ed image does not disappear, however, but becomes im-
Shadow Puppet (Sp)
The Nightwalker PrC
Whether acting as a burglar, cutpurse or assassin, the
nightwalker’s strengths are found in combining the stealth
and guile of the rogue with the illusionist’s penchant for dis-
traction and misdirection. A nightwalker excels at making
guards look anywhere but where they should be and getting
into the darkest, most secured locations.
The Nightwalker PrC
Hit Die: d6.
Requirements
To qualify to become a nightwalker, a character must ful-
fi ll all the following criteria.
Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8
ranks
Feats: Façade, Stealthy
Spells: Minor image, mirror image
Class Skills
The nightwalker’s class skills (and the key ability for
each skill) are Balance (Dex), Bluff (Cha), Climb (Str),
Concentration (Con), Decipher Script (Int), Disguise
(Cha), Hide (Dex), Knowledge (Arcana) (Int), Knowledge
(Dungeoneering) (Int), Knowledge (Local) (Int), Listen
(Wis), Move Silently (Dex), Open Lock (Dex), Profession
(Wis), Search (Int), Spellcraft (Int), and Spot (Wis.)
Skill Points at Each Level: 4 + Int modifi er.
Class Features
Class Features
All the following are class features of the nightwalker
prestige class.
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