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Gray Elf

Nimrathyn RillynQuetlarn
(Nim : deep) + (-reth (-rath) : arcane) + (-yr / -yn : bringer)
(Rilynn : House of) + (-que : forgotten, lost ) + (-tlarn : Mysteries)
Taller and grander in physical appearance than others of their race, grey elves have a
reputation for being aloof and arrogant (even by elven standards). They have either silver hair
and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver,
yellow, or gold, with cloaks of deep blue or purple.
+2 Dexterity, +2 Intelligence, 2 Strength, 2 Constitution.
Humanoid (Elf)
Medium: As Medium creatures, grey elves have no special bonuses or penalties due to
their size.
Gray elf base land speed is 30 feet.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment
spells or effects.
Low-Light Vision: A grey elf can see twice as far as a human in starlight, moonlight,
torchlight, and similar conditions of poor illumination. She retains the ability to distinguish
color and detail under these conditions.
Weapon Proficiency: Gray elves receive the Martial Weapon Proficiency feats for the
longsword, rapier, longbow (including composite longbow), and shortbow (including
composite shortbow) as bonus feats.
+2 racial bonus on Listen, Search, and Spot checks. A grey elf who merely passes within 5
feet of a secret or concealed door is entitled to a Search check to notice it as if she were
actively looking for it.
Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome,
Goblin, Orc, and Sylvan.
Favored Class: Wizard. A multiclass grey elfs wizard class does not count when
determining whether she takes an experience point penalty for multiclassing.
Level Adjustment: +0

Table: Gray Elf Random Starting Ages


Adulthood Simple Moderate Complex
110 years +4d6 +6d6 +10d6
Table: Gray Elf Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
175 years 263 years 350 years +4d% years

1. At middle age, 1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2. At old age, 2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3. At venerable age, 3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Alternate Class Feature :Immediate Magic:
(Players Handbook II, pg 70)

Other than having a single additional spell of each spell level, a specialist wizard
functions like any other wizard. Your evoker's fireball spell deals as much damage as
that of a conjurer, diviner, or necromancer, and doesnt look any different. By taking
the immediate magic alternative class feature, you gain a useful trick that sets you
apart from other specialists. Though giving up your familiar is a hardship, it means
you have one less thing to worry about in a fight. Every wizard who calls himself a
specialist takes pride in wielding his preferred form of magic. Those who are
exceptionally pure of purpose take this specialization to an entirely new level,
disdaining breadth of skill in favour of even greater focus.

Level: 1st.

Must be a specialist Wizard.

Replaces: If you select this class feature, you do not gain a familiar.

Benefit: You gain a spell-like ability that reflects your chosen school of magic.
Activating this ability is an immediate action, and you can use this spell-like ability a
number of times per day equal to your Intelligence bonus (minimum 1). Its equivalent
spell level is equal to one-half your wizard level (minimum 1st), and the caster level is
your wizard level. The save DC (if any) is equal to 10 + 1/2 your wizard level + your
Int modifier. This is an extraordinary ability.

You cant activate this ability in response to an attack that you arent aware of. For
instance, if an invisible rogue strikes at you, you cant activate urgent shield to gain a
bonus to your AC against the attack. All effects last until the start of your next turn
unless otherwise noted.

To select this ability, you must also choose to specialize in a school of magic. The
spell-like ability gained depends on your specialty (see below).
Abrupt Jaunt (conjuration): You teleport up to 10 feet. You cant bring along any
other creatures.
Alternate Class Feature: Focused Mage
(Complete Mage, pg 34)

Every wizard who calls himself a specialist takes pride in wielding his preferred
form of magic. Those who are exceptionally pure of purpose take this specialization
to an entirely new level, disdaining breadth of skill in favour of even greater focus.
Special Requirement: You must be a specialist Wizard, 1st Level
Replaces:
* You lose one spell slot from each level of wizard spells you can cast. If you later
gain the ability to cast higher-level spells, you lose one spell slot from each new level
of spells you can cast.
* You must also choose another prohibited school of magic, which can't be
divination.
Benefits:
* You can prepare two additional spells of your specialty school per spell level each
day. These extra spells are in addition to those normally granted to a specialist wizard.
This benefit doesn't apply to spells gained from classes other than wizard.

Wizard Specialist: Conjurer Banned schools: Evocation / Enchantment


Focused Mage: Conjurer Banned School : Necromancy

Spell Allocation per Day per Level

Mage Level Normal Mage Specialist Mage Focused Mage


0 lvl > 4/day 5/day 6/day
1st lvl > 6/day 7/day 8/day
2nd lvl > 6/day 7/day 8/day
3rd lvl > 4/day 5/day 6/day
4th lvl > 4/day 5/day 6/day
5th lvl > 3/day 4/day 5/day
Feats

Collegiate Wizard [General] Complete Arcane, p. 181


You have undergone extensive training in a formal school for wizards.
Prerequisite: INT 13, Wizard level 1, arcane caster level 1st,
Benefit: You begin play with knowledge of six 1st-level spells plus 1 per point of
Intelligence modifier. Each time you gain a wizard level, you may add four spells to
your spellbook without additional research. In addition, you gain a +2 bonus on all
Knowledge (arcana) checks.
Special: You can take this feat only as a 1st-level character.
Normal: 1st-level wizards begin play with knowledge of three 1stlevel spells, and
can add two spells per level to their spellbooks.

Sculpt Spell [Metamagic]: Complete Arcane, p. 83


You can alter the area of your spells.
Prerequisite: Any metamagic feat,
Benefit: You can modify an area spell by changing the area's shape to either a
cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-
foot-radius spread), or a 120-foot line. The sculpted spell works normally in all
respects except for its shape. For example, a lightning bolt whose area is changed to a
ball deals the same amount of damage, but affects a 20-foot-radius spread.
A sculpted spell uses a spell slot one level higher than the spell's actual level.

Cooperative Spell [Metamagic]: Complete Arcane, p. 76


You can cast spells to greater effect in conjunction with the same spell cast by
another individual.
Prerequisite: Any metamagic feat,
Benefit: While the two of you are adjacent, you and another spellcaster with the
Cooperative Spell feat can simultaneously cast the same spell at the same time in the
round. Add +2 to the save DC of cooperatively cast spells and +1 to caster level
checks to beat the target's spell resistance (if any), using the higher base DC and level
check of either caster. A cooperative spell uses up a spell slot of the same level as the
spell's actual level.
Special: For each additional caster with this feat casting the same cooperative spell
simultaneously, the spell's save DC and the bonus on the caster level check both
increase by 1. When more than two spellcasters cooperatively cast a spell, each must
be adjacent to at least two other casters involved in the casting. For example, two
wizards and two sorcerers standing in a circle all have Cooperative Spell. The fi rst
three in the initiative order ready an action to cast fi reball, casting the spell when the
fourth does. The base DC of the spell's save is equal to the highest save DC among the
cooperative casters (as determined by relevant ability scores, other feats, special
abilities, or items) +4 (+2 for the fi rst cooperative caster and +1 for each of the other
two). As well, whoever has the highest caster level determines the base caster level
check, which gains a +3 bonus (+1 for each cooperative caster).

Spell Focus [Conjuration]: Player's Handbook v.3.5, p. 100


Choose a school of magic, such as illusion. Your spells of that school are more
potent than normal.
Prerequisite: None
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the
school of magic you select.

Spell Focus [Transmutation]: Player's Handbook v.3.5, p. 100


Choose a school of magic, such as illusion. Your spells of that school are more
potent than normal.
Prerequisite: None
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the
school of magic you select.
Prestige Class: Mage of the Arcane Order

Also called a guildmage, a member of this prestige class is a spellcaster who


belongs to an academy and guild known as the Arcane Order. The academy is called
the Order in casual conversation, or sometimes just that college of wizardry. It is
both a school for fledgling spellcasters and a guild for those of advanced knowledge
and power.

The Arcane Orders charter is twofold. The groups first objective is advancing
magical knowledge through both ongoing research and archeological investigation of
lost arcane disciplines. A good portion of research is centered around elucidating a
magical grammar of the great power wielded in ages past, and this research has
borne wondrous fruit: metamagic feats.
The second tenet is the support and welfare of the Orders membership, initially
through arcane schooling and later through companionship, resources, boarding, and
access to the Spellpool (see below). Although non-wizards can benefit somewhat from
what the Order has to offer, its emphasis on wizardry deters most applicants. In fact,
barely any bards, clerics, psions or sorcerers are amongst their membership.

Prerequisites:
To qualify to become a mage of the Arcane Order, a character must fulfill all the
following criteria.

Skill: Knowledge (arcana) 8 ranks.


Feats: Cooperative Spell and any one other metamagic feat.
Spells: Able to prepare and cast 2nd-level arcane spells.
Special: Prospective members must pay an initiation fee of 750 gp.

The mage of the Arcane Orders class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken
individually) (Int), Profession (Wis), Speak Language (n/a), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Hit die: d4

Fort. Reflex Will Spells Per Day/Spells


Level BAB Special
Save Save Save Known
Guild member, +1 level of existing arcane
1st +0 +0 +0 +2
Spellpool I spellcasting class
Free metamagic +1 level of existing arcane
2nd +1 +0 +0 +3
feat spellcasting class
+1 level of existing arcane
3rd +1 +1 +1 +3 Bonus language
spellcasting class
+1 level of existing arcane
4th +2 +1 +1 +4 Spellpool II
spellcasting class
+1 level of existing arcane
5th +2 +1 +1 +4 New spell
spellcasting class
+1 level of existing arcane
6th +3 +2 +2 +5 Bonus language
spellcasting class
+1 level of existing arcane
7th +3 +2 +2 +5 Spellpool III
spellcasting class
+1 level of existing arcane
8th +4 +2 +2 +6 New spell
spellcasting class
Free metamagic +1 level of existing arcane
9th +4 +3 +3 +6
feat spellcasting class
+1 level of existing arcane
10th +5 +3 +3 +7 Regent
spellcasting class

Weapon and Armor Proficiency: Mages of the Arcane Order gain no proficiency
with any weapon or armor.

Spells per Day/Spells Known: At each level, a mage of the Arcane Order gains new
spells per day (and spells known, if applicable) as if he had also gained a level in an
arcane spellcasting class to which he belonged before adding the prestige class level.
He does not, however, gain any other benefit a character of that class would have
gained (such as the bonus feat sometimes gained by a wizard). If he had more than
one arcane spellcasting class before becoming a mage of the Arcane Order, he must
decide to which class to add each level for the purpose of determining spells per day
and spells known.

Guild Member: A guild-level mage of the Arcane Order pays monetary dues and
accepts various duties in return for member benefits. The dues are 30 gp per month.
Duties include putting in an appearance on campus at least once every six months and
accepting any special commissions handed down by senior members. A guildmage
who falls into arrears on his dues by more than three months has his membership
revoked and loses access to the Spellpool. Reinstating membership is difficult.
However, ex-members do not lose any spells or metamagic feats they had gained
while in good standing.
A member in good standing can board at the Arcane Order campus between
adventures, paying only 5 sp per day for common-quality meals and lodging. At his
leisure, he can browse the Orders well-respected library, which is stocked with tomes
on both mundane and arcane lore (though no spellbooks are kept here). Likewise, he
can use the Orders common laboratory facilities when creating magic items (although
material costs remain out-of-pocket). Furthermore, he is free to read and post notices
to the job board, a mundane medium whereby fellow members of the Order pass
information, advertise their interest in a research topic or adventure, or attempt to sell
an interesting oddity, magical or otherwise. Last but not least, members form
professional ties with their fellow wizards, possibly leading to lasting friendships or
alliances.

Spellpool (Su): Mages of the Arcane Order can call spells from a common source: the
Spellpool. New members receive a special focus (a trinket chosen by the spellcaster,
such as a ring, brooch, scarf, or other portable item) at the time of their initiation. The
focus allows access to the Spellpool and works only for its owner. If a mage of the
Arcane Order loses his focus, he must undergo another initiation. The range of
available spells increases at 4th and 7th levels. See below for details.
Bonus Metamagic Feat: At 2nd level and again at 9th level, a mage of the Arcane
Order gains sudden insight from studying the reconstructed texts of ancient magical
grimoires. He gains a metamagic feat of his choice as a bonus feat. He must still meet
the prerequisites of the feat.

Bonus Language: At 3rd level and again at 6th level, a guildmages access to the
Orders superb library and resources allows him to learn a new language.

New Spell: When a mage of the Arcane Order reaches 5th level, and again at 8th
level, a fellow wizard allows the character to copy a spell from his or her spellbook
(chosen by the player, subject to the DMs approval). He does not need to make a
Spellcraft check to copy the spell into his own spellbook, although specialist wizards
still cannot learn spells from prohibited schools. Spellcasters who do not use
spellbooks gain no benefit from this ability.

Regent: A 10th-level mage of the Arcane Order is awarded the status of regent. A
regent gains a +2 competence bonus on all Charisma-based interaction checks when
dealing with lower-level members of the Order.

Spellpool: A magical reservoir of spell energy is bound into a special matrix in a


guarded vault on a sublevel of the Orders headquarters. Using his guild focus, a mage
of the Arcane Order can call spells from this common resource as needed.

Calling a Spell: Calling a spell from the Spellpool can be done at any distance but
requires the caster to have an open, unused spell slot of the appropriate level. Wizards
preparing spells for the day decide at that time whether to leave some spell slots open.
A spellcaster can call only for a spell of a level that he could normally cast. He can
call a number of spells per day whose total levels are equal to or less than half his
caster level (round down, minimum one). For example, Turial Edemont, a 5th-level
wizard/4th-level mage of the Arcane Order can call one 4th-level spell per day, two
2nd-level spells per day, or any other combination of spells whose levels do not
exceed four, assuming he has slots available and his Spellpool debt isnt too high.
When a caster calls a spell, he takes a full-round action to concentrate on his focus
(which provokes attacks of opportunity). The spell appears in the casters mind at the
beginning of his next turn and can be used immediately. However, if he does not cast
the called spell within a number of minutes equal to his caster level, it fades from his
mind as though cast. A wizard cannot learn a called spell, despite its temporary
presence in his consciousness, though of course he could later attempt to learn the
spell through standard means.

Spell Availability: Three stages of access to the Spellpool exist. A member first
joining the Order gains Spellpool I privileges, which grants access to spells of 1st to
3rd level. Spellpool II allows access to 4th- to 6th-level spells, and Spellpool III
grants access to 7th- to 9th-level spells. No 0-level spells are available, but the
Spellpool can provide any other spell on the wizard/sorcerer spell list in the Players
Handbook, as well as any additional spells designated by the DM.

Spellpool Debt: Every time a spellcaster calls a spell, he incurs a debt. He must return
an energy packet to the Spellpool:a spell he has prepared of a level equal level to
that of the called spell, or a number of spells whose combined levels equal the level of
the called spell. For instance, the Spellpool debt for a 5th-level spell is five levels,
which could be paid off with another 5th-level spell or any combination of spells
whoselevels total five. Returning a spell is a full-round action, like calling a spell, and
depletes a prepared spell slot as if the spell had been cast. The debt must be repaid
within a number of days equal to the characters class level; otherwise, the mages
access to the Spellpool is automatically suspended. Once the debt is repaid, a
suspended caster immediately regains access to the Spellpoolexcept that failure to
pay off a debt within one year results in a spellcasters expulsion from the Order. A
mage cant run a positive balance with the Spellpool, paying off a debt before
incurring it.

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