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Limper removes the "Shaft" from specialists...(new stuff0612)

Limper

First Post
Just the first installment of feats for the specialist wizard.... rather than Meta magics and Item creation for wizard bonus spells I thought a little more flavor would be nice. So for those bonus feats you could take Meta or School feats....

These are the first of the school feats I've written.


Touch of Artistry:

Prereqs: 5 Ranks Perform, Craft(painting), Craft(sculpture) School Focus and Greater School Focus Illusion

Benefits: Adds +1 to the DCs of your figment (may be other types) spells this is a competence (insight) bonus also these spells are cast at +1 caster level

Your illusions are really realistic.


Lord of the Grave:

Prereqs: School and Greater School Focus Necromancy

Benifit: In addition to your normal allotment of undead you may control an additional amount of undead as if you had the Leadership feat your "Followers and Cohorts" are dead things of appropriate HD. Since the walking dead are not impressed by many of the factors invloved in Leadership the only chart mods are: Level and Char bonus.

Dont we all miss the armies of lesser undead?
 
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SableWyvern

Adventurer
Nice. Like what you're doing, however I don't think its fair to say that specialists got the shaft.

Not a lot of (ok, any) additional flavour given to them, I'll admit, but a bonus spell each level and a mix and match your proscribed schools seems a reasonable trade-off to me.
 



Jack Haggerty

First Post
Re: Limper removes the "Shaft" from specialists...

Limper said:
Lord of the Grave:

Prereqs: School and Greater School Focus Necromancy

Benifit: In addition to your normal allotment of undead you may control an additional amount of undead as if you had the Leadership feat your "Followers and Cohorts" are dead things of appropriate HD. Since the walking dead are not impressed by many of the factors invloved in Leadership the only chart mods are: Level and Char bonus.

Dont we all miss the armies of lesser undead?

This one, I like.

Anything for Abjurers?
 




Jack Haggerty

First Post
Hmmm... Here's a few preliminary ideas...

For Transmuters: Something similar to the Druid's Wild Shape ability, perhaps?... maybe let them shap change into the same animal as their Familiar, if they have one.

For Abjurers: Arcane Defense... As a move equivalent action, the Abjurer can create a magical defense at will, that provides Spell Resistance = ?(spell caster level+5)? for one round.

For Diviners: Sixth Sense... provides a +1 insight bonus to Armor Class and Reflex saves.

For Enchanters: Something that allows an Enchanter to add their Cha bonus to enchantment DCs.

For Summoners: How about something to enhance the effectiveness of the Magic Circles used to trap extra-planar creatures for "Calling" spells.
 

Limper

First Post
Thanks Jack. I'm noodlin over your ideas. I did think up a couple for the old summoner..... what do you all think.

Quicken the Call:

Prereqs: School and Greater School Focus Conjuration, 5 ranks Knowledge Planes

Benefit: You may cast your Summon Monster spells quicker (as a standard action) but at a price.... d3 hps +1hp per level of the spell cast.

Your Call is very persuasive.



Binding Call:

Prereqs: School and Greater School Focus Conjuration, 5 ranks Know. Planes

Benefits: You may keep your Summoned allies longer.... You may increase the duration of your Summon Monster spells by sacrificing Health.... 1 point of temporary Con damage per level of the summons and the duration is incresed to 24 hours.
 

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