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620bcaster

Caster

Mysterious or studious, the Caster alone wield true magical power.

Common rules

All Caster roles follow these common rules:

Skill ranks per level: 2 + Intelligence modifier

Weapon and Armour Proficiency: one simple weapon, no armour

Vitality Die: d4. Each time you roll for Vitality Points, use a d4

Spellcasting: Casters use spells. Spells are organised into levels, from so-called zeroth level tricks (the easiest) to 3rd level spells. As you gain experience levels, you gain access to more powerful spell levels.Spells are grouped together into Domains of magic. Spells in these Domains use similar magical forces. A Caster starts out knowing two Domains, and learns new ones as she gains experience levels. Your selection of Domains is governed by your role - an Elementalist learns different Domains to an Illusionist, and so on.

A Caster may use a number each day of spells of each level as listed in Table: Spells per day, below. These may be selected from any Domain that the Caster knows. The Caster's spells refresh each day at a significant time of day - like sunrise, for example, or noon - which you must agree with the GM when you first take this class.

Table: Spells per day

Spell level
Caster levelLevel 0Level 1Level 2Level 3
1At will2--
2At will3--
3At will40-
4At will52-
5At will53-
6At will642

*0 spells per day: The Caster may only use spells of this level if she has bonus spells from a high mental ability score.

Magical attuning: Casters are more in tune with magical energies than mundane heroes. A Caster may attune to one more permanent magic item than other classes. See attuning permanent magical items.


Role

Choose one of the following roles for your Caster. This choice determines your hero's skills, feats and style.

Elementalist

Mastering the forces of nature itself, the Elementalist's magic controls and destroys.

LevelBABFortReflexWillFeatsSpecial
1+0+0+0+2Domain power (choose one), Improved Ritual Magic(Human bonus feat: Magical aptitude), Starting domains (choose two)
2+1+0+0+3--
3+1+1+1+3Craft limited magic itemNew domain (choose one)
4+2+1+1+4--
5+2+1+1+4Domain power (choose one)New domain (choose one)
6+3+2+2+5Improved domain power (choose one)-

Class skills: Craft, Diplomacy, Knowledge (all), Perception, Profession, Spellcraft, Use Magic Device

Domain list: The Elementalist can learn any of the following Domains: Air, Animus, Cold, Earth, Fire, Water. She starts out with two known domains, and learns more as she gains levels. When the Elementalist learns a new domain, it must be one from this list that she doesn't already know.

DOMAIN POWER You understand the beginnings of a domain of magic and can wield its power.

Prerequisite: Spellcraft or Knowledge Arcana or Knowledge Religion 4 ranks, at least one mental ability score 13+

Benefit: Choose a 0-level spell from any Domain. This spell becomes part of your repertoire, and can be cast as normal.

Special: You can take this feat more than once. Each time it applies to a new spell.

IMPROVED RITUAL MAGIC You have mastered the art of ritual magic.

Prerequisite: Use Magic Device or Perform (Ritual) 1 rank

Benefit: You gain a +2 bonus to checks to perform a ritual, and need not make a Use Magic Device check to activate a ritual you have never seen before. You take half damage from any backlash effects (minimum 0), and gain a +2 competence bonus to saves against knock out from backlash.Additionally, each time you gain a character level, your research discovers a new ritual that you may record in your ritual book. The ritual must be of a ritual level lower than half your character level.

MAGICAL APTITUDE You are skilled at spellcasting and using magic items.

Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 9 ranks in one of these skills, the bonus increases to +4 for that skill.

CRAFT LIMITED MAGIC ITEM (ITEM CREATION) You can craft items with a store of magical power.

Prerequisite: Caster level 1st.

Benefit: You can create a magic item with a limited number of uses. Such items can be single use, or hold a number of charges that do not replenish after use. Crafting such an item takes 1 day for each 1,000 gp in its price. Items costing less than 1,000 gp take 2 hours to craft per 250 gp of their price, rounding up. To create a magic item, you must use up raw materials costing half of its base price.See the magic item creation rules in Magic Items for more information.You can also mend a broken limited magic item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

IMPROVED DOMAIN POWER Your understanding of your chosen Domain unlocks a new power.

Prerequisite: Spellcraft or Knowledge Arcana or Knowledge Religion 9 ranks, one mental ability 15+, Domain Power

Benefit: Choose a 1st level spell from any Domain in which you already have at least one Domain power. You may cast this spell up to three time per day.

Special: You can take this feat more than once. Each time it applies to a new spell.


Illusionist

With mind-bending tricks and force of will, the Illusionist manipulates the world.

LevelBABFortReflexWillFeatsSpecial
1+0+0+0+2Domain power (choose one), Blind fight(Human bonus feat: Persuasive), Starting domains (choose two)
2+1+0+0+3--
3+1+1+1+3Craft limited magic itemNew domain (choose one)
4+2+1+1+4--
5+2+1+1+4Domain power (choose one)New domain (choose one)
6+3+2+2+5Improved domain power (choose one)-

Class skills: Bluff, Craft, Knowledge (all), Perception, Profession, Sense Motive, Spellcraft

Domain list: The Illusionist can learn any of the following Domains: Binding, Command, Concealing, Illusion, Language, Morale. He starts out with two known domains, and learns more as he gains levels. When the Illusionist learns a new domain, it must be one from this list that he doesn't already know.

DOMAIN POWER You understand the beginnings of a domain of magic and can wield its power.

Prerequisite: Spellcraft or Knowledge Arcana or Knowledge Religion 4 ranks, at least one mental ability score 13+

Benefit: Choose a 0-level spell from any Domain. This spell becomes part of your repertoire, and can be cast as normal.

Special: You can take this feat more than once. Each time it applies to a new spell.

BLIND FIGHT You are skilled at attacking opponents that you cannot clearly perceive.

Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Defence, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.You do not need to make Acrobatics skill checks to move at full speed while blinded.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to Defence. The speed reduction for darkness and poor visibility also applies.

PERSUASIVE You are skilled at swaying attitudes and intimidating others into your way of thinking.

Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks.

CRAFT LIMITED MAGIC ITEM (ITEM CREATION) You can craft items with a store of magical power.

Prerequisite: Caster level 1st.

Benefit: You can create a magic item with a limited number of uses. Such items can be single use, or hold a number of charges that do not replenish after use. Crafting such an item takes 1 day for each 1,000 gp in its price. Items costing less than 1,000 gp take 2 hours to craft per 250 gp of their price, rounding up. To create a magic item, you must use up raw materials costing half of its base price.See the magic item creation rules in [Magic Items] for more information.You can also mend a broken limited magic item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

IMPROVED DOMAIN POWER Your understanding of your chosen Domain unlocks a new power.

Prerequisite: Spellcraft or Knowledge Arcana or Knowledge Religion 9 ranks, one mental ability 15+, Domain Power

Benefit: Choose a 1st level spell from any Domain in which you already have at least one Domain power. You may cast this spell up to three time per day.

Special: You can take this feat more than once. Each time it applies to a new spell.


Shaman

Steeped in mysticism, the Shaman draws power from the flux between this world and the next.

LevelBABFortReflexWillFeatsSpecial
1+0+0+0+2Domain power (choose one), Command / Repel Undead (choose one)(Human bonus feat: Self-sufficient), Starting domains (choose two)
2+1+0+0+3--
3+1+1+1+3AlchemistNew domain (choose one)
4+2+1+1+4--
5+2+1+1+4Craft limited magic itemNew domain (choose one)
6+3+2+2+5Improved domain power (choose one)-

Class skills: Bluff, Craft, Intimidate, Knowledge (all), Profession, Sense Motive, Spellcraft

Domain list: The Shaman can learn any of the following Domains: Alignment, Body, Curse, Divination, Healing & Wounding, Life & Death. He starts out with two known domains, and learns more as he gains levels. When the Shaman learns a new domain, it must be one from this list that he doesn't already know.

DOMAIN POWERYou understand the beginnings of a domain of magic and can wield its power.

Prerequisite: Spellcraft or Knowledge Arcana or Knowledge Religion 4 ranks, at least one mental ability score 13+

Benefit: Choose a 0-level spell from any Domain. This spell becomes part of your repertoire, and can be cast as normal.

Special: You can take this feat more than once. Each time it applies to a new spell.

COMMAND UNDEAD Using foul powers of necromancy, you can command undead creatures, making them into your servants.

Prerequisite: Knowledge (religion) +4 ranks

Benefit: Three times per day, as a standard action, you can use a wave of negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your caster level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your level. If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

REPEL UNDEAD Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.

Prerequisite: Knowledge (religion) +4 ranks

Benefit: Three times per day, as a standard action, you can use a wave of positive energy to repel undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your caster level + your Charisma modifier. Undead that fail their saves flee as if frightened for 1 min/level. You can repel a number of Hit Dice of undead equal to 2d6 + your level. If an undead creature is under the control of another creature, you must make an opposed Charisma check to repel them.

SELF SUFFICIENT You know how to get along in the wild and how to effectively treat wounds.

Benefit: You get a +2 bonus on all Heal checks and Survival checks.

ALCHEMIST You are skilled at alchemy and know what care to take when handling poisonous materials.

Prerequisite: Craft (alchemy) 4 ranks (or 1 + class bonus)

Benefit: You gain a +4 competence bonus to craft alchemy, a +2 circumstance bonus to saves against poison effects, and run no risk of self poisoning when creating or applying poisons. You still run the risk of poisoning yourself when if you wield a poisoned weapon.

Normal: You have a 5% chance of poisoning yourself whenever you handle poisons.

CRAFT LIMITED MAGIC ITEM (ITEM CREATION) You can craft items with a store of magical power.

Prerequisite: Caster level 1st.

Benefit: You can create a magic item with a limited number of uses. Such items can be single use, or hold a number of charges that do not replenish after use. Crafting such an item takes 1 day for each 1,000 gp in its price. Items costing less than 1,000 gp take 2 hours to craft per 250 gp of their price, rounding up. To create a magic item, you must use up raw materials costing half of its base price.See the magic item creation rules in Magic Items for more information.You can also mend a broken limited magic item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

IMPROVED DOMAIN POWER Your understanding of your chosen Domain unlocks a new power.

Prerequisite: Spellcraft or Knowledge Arcana or Knowledge Religion 9 ranks, one mental ability 15+, Domain Power

Benefit: Choose a 1st level spell from any Domain in which you already have at least one Domain power. You may cast this spell up to three time per day.

Special: You can take this feat more than once. Each time it applies to a new spell.


Magic

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six20 System

620bcaster.txt · Last modified: 2016/04/20 16:09 (external edit)