Magic-User
2+Int
skills, d6 HD, +2 Will, +1 Ref, low BAB
Class Skills: Artistry, Knowledge (any), Mechanics, Spellcasting
Starting Feats: WP (simple), Arcane Gift, Arcane Ritual Caster
Bonus Feats: Animal Companion, Careful Shot, Far Shot, Improved
Defenses, Linguist, Lucky, Melee Defense, Point Blank Shot, Precise Shot, Skill
Focus, Skill Training, Weapon Finesse
Talent Trees
Summoner
Improved
Command
When commanding a summoned creature you may use a
swift action to give a move action and a move action to give a standard action.
Your summoned creatures may take swift actions without you giving up an action, but they may only take one per turn.
Master
Command
Req:
Improved Command
Creatures you summon may take swift and move actions
without you giving up any actions. You must still give up a move action to give
a summoned creature a standard action.
Additional
Summon
Req:
Improved Command, Master Command
You may have 2 creatures summoned at the
same time.
Augmented
Summoning
Creatures you summon gain a +1 to all attacks and
defenses, as well as a number of temporary HP equal to you character level.
Master
Summoner
Req:
Augmented Summing, Improved Command,
Master Command
You gain an additional move action which you may
only use to direct Summoned creatures.
Bonded
Summoner
Req: Augmented Summoning
When you use the Summon power you may always
summon the same creature. The creature retains any knowledge it may have gained
on it's previous summonings, as well as any equipment you have given it. If the
creature is defeated it may be summoned again with a new use of the spell.
When you use the Summon spell to summon a
bonded creature you must always take a 10, even while threatened.
Interposing
Summon
After you cast the Summon spell you may
immediately switch positions with the summoned creature as a reaction. This
movement does not provoke attacks of opportunity.
Summon
Mount
Outside of combat you may use your Summon power to
create a mount appropriate to your current terrain. This use of the Summon
power does not expend the power, but you can only create one mount at a time.
The mount lasts until the beginning of the next encounter and does not have to
be maintained.
Beguiler
Sly Spell
You may take a -2 on a Spellcasting check to
disguise the casting of a spell. Opponents must make a Perception check versus
the result of the casting check to be able to discern that you cast a spell.
This does not eliminate any obvious
manifestations of the power, such as a fiery ray, it just disguises the hand
gestures and magic words associated with casting spells.
Illusion
As a standard action you may spend an action point
to create an illusion. The illusion takes any form you wish and you make a
Spellcasting check. Whenever a character views the illusion you compare that
result to their will defense. If your total exceeds their defense they believe
the illusion is real. Any physical interaction with the illusion reveals the
ruse. The illusion lasts for a number of minutes equal to your character level.
Shadow
Illusion
Req:
Illusion
If your Spellcasting check exceeds their
Will defense illusions you create are not automatically seen through when a
target physically interacts with them.
You may use the Summon spell
to create Shadow creatures. To determine the creature's size and CL make a
Spellcasting check with a +10 arcane bonus and refer to the Summon spell.
Shadow creatures target Will
defense with their attacks instead of Reflex, but if they miss on an attack roll the target sees
through the illusion and no longer takes any damage from it.
Arcane
Disguise
Req:
Illusion
Using the Deceptive Appearance use of the
Deception skill always takes a single Full-round action, no matter how
difficult.
Fascinate
Make a Spellcasting check. All creatures within 10
squares whose will defense you exceed must pay attention to you. Targets get a
-5 to Perception to notice anything other than you. You may maintain this
effect as a standard action
Suggestion
Req:
Suggestion
As a
move action, you may give any
creature that you have successfully Fascinated a suggestion. Make a
Spellcasting check, if you exceed their will defense you may dictate the target's next standard action.
Stealth
Sphere
You may extend your Invisibility spell so that
effects all allies within a 2 square radius. The allies must remain within this
area to benefit from the spell.
Enchanter
Targets of your Charm spell get a -1 to attack you
or your allies for the rest of the encounter regardless of whether or not you
exceed their will defense.
Master
Enchanter
Req:
Enchanter
The attitude change of targets of your Charm spell
are not negated when you or your allies attack the target's allies. They are
still negated if you attack the target.
Elementalist
Bolt Spell
When you cast the Ray spell you may make an attack
against every enemy in a straight line between you and your target.
Stunning
Spell
Req:
Bolt Spell
On a successful hit your lightning spells
move the target and additional -1 CT.
Caustic
Spell
Req: Lingering Damage
On a successful hit your acid spells give
the target a -5 to their DT until
the beginning of your next turn
Lingering
Damage
On successful hits your elemental spells do 1/2 of
their damage again on your next turn.
Slowing
Spell
On a successful hit targets of your elemental
spells have their speed reduced by 2. This effect lasts until the beginning of
your next turn.
Immobilizing
Spell
Req:
Slowing Spell
On a successful hit targets of your cold spells
have their speed reduced to 2. This effect lasts until the beginning of your
next turn.
Ignition
Req:
Explosion
On a successful hit targets of your Fire
spells catch fire. They take 1d6 fire damage each turn beginning on their next
turn. They must spend a swift action to drop to the ground and a move action to
put out the flames while prone. An adjacent ally may put out the flames as a
standard action.
Explosion
On a successful hit targets of your elemental
spells are knocked back one square. If your spellcasting check exceeds their
Fort defense they are also knocked prone.
Elemental
Savant
Req:
Any two Elementalist talents
Choose two elements. You gain a +2 to all
spellcasting checks to cast spells of the first type and may no longer cast any
spells of the second type.
Metamagic
Enlarge
Spell
Take a -3 to your Spellcasting check to increase
the area or range of any spell by 1. You may take this penalty and gain this
benefit as many times as you like.
Ranged
Blast
Req:
Enlarge Spell
Take a -4 to your spellcasting check to change the
range of Blast from "Centered on you" to "within 6 squares"
Quicken
Spell
Req:
3 other Metamagic Talents
Take a -5 on a spellcasting check to reduce the
action required to cast a spell by one step (Standard->move->swift->free)
Extend
Spell
Any spells you cast that may be maintained last
for one round after you cease concentration.
Safe Spell
Spells you cast do not harm your allies.
Efficient
Concentration
Req:
Extend Spell
You may reduce the type of action required to
maintain concentration on a spell by one step
(Standard->move->swift->free).
Counterspell
You may use the Dispel spell as a reaction to
negate any spell targeting you or an ally within 6 squares.
Maximize
Spell
Req:
2 other metamagic talents
You may take a -5 on your Spellcasting check for any spell that deals dice of damage in order to
maximize the damage roll for that spell.
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