Dragonlance Wizards (Pathfinder Style)
Pathfinder Rules
Dragonlance Wizards (Pathfinder Style)
Hit Dice: d6
Alignment: White Robes: LG, NG, CG; Red Robes: LN, N, CN; Black Robes: LE, NE, CE; Renegades: Any
Class Skills:
The Dragonlance wizard has the following class skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all taken separately, Int), Linguistics (Int), Profession (Wis), Spellcraft (Int).
In addition, depending on the wizard's Order or renegade status, he gains the following skill:
White Robes: Diplomacy (Cha)
Red Robes: Perception (Wis)
Black Robes: Intimidate (Cha)
Renegade: Bluff (Cha)
This is a variant to the standard wizard class, as presented in the Pathfinder Alpha RPG release. This variant is slightly stronger than the core class, and has its roots in the original 2nd edition Dragonlance Adventures sourcebook. In that source, Dragonlance wizards are more powerful than the generic D&D wizard, gaining faster spell progression and/or more spells, and this variant is an attempt to bring back some of that flavour from the previous edition.
Unless otherwise noted below, the Dragonlance Pathfinder wizard uses the base attack, saves and spell progression as noted on page 49 of the Pathfinder Alpha release
| Dragonlance Wizards (Pathfinder Style) |
| 1st |
Apprentice (school power), arcane bond, cantrips, scribe scroll |
| 2nd |
school power |
| 3rd |
- |
| 4th |
school power |
| 5th |
Initiate of the Robes, bonus feat, order secret |
| 6th |
school power |
| 7th |
- |
| 8th |
order secret, school power |
| 9th |
- |
| 10th |
bonus feat, school power |
| 11th |
- |
| 12th |
order secret, school power |
| 13th |
- |
| 14th |
school power |
| 15th |
bonus feat |
| 16th |
order secret, school power |
| 17th |
- |
| 18th |
school power |
| 19th |
- |
| 20th |
bonus feat, order secret, school power |
Apprentice (Ex) Beginning at 1st level a wizard can select to focus on a particular school of magic (often called a specialist) or to remain as generalist (non-specialist wizards). Wizards who wish to focus on a particular school do so at the expense of two other schools of magic. Wizards who have focused gain access to their focused school's school powers, while generalist wizards gain access to the universal school powers (see page 81 of the Pathfinder RPG Sourcebook ).
A focused wizard can prepare and cast spells that come from his prohibited schools, but if he does so he loses the benefits of his speciality for the day.
Each school power grants the wizard a number of powers based on what school the wizard selected, as well as a speciality bonus. Starting at 1st level the wizard gains a school power; he gains another school power at 2nd level and then every even level thereafter.
Apprentices of the Orders who specialise tend to gravitate towards one of the schools associated with the Order they have apprenticed with or seek to enter. These are abjuration and divination for the Order of the White Robes, illusion and transmutation for the Order of the Red Robes and enchantment and necromancy for the Order of the Black Robes.
A wizard need not strictly conform to this; there have been numerous examples of focused Red or White Robe enchanters or Black Robe diviners.
Initiate of the Robes (Ex) Starting at 5th level the apprenticed wizard must formally declare an allegiance to one of the three Orders of High Sorcery – the Order of the White Robes, the Order of the Red Robes or the Order of the Black Robes.
The selection of Order is dependant on the wizard's alignment, as follows:
Only those wizards with a Lawful Good, Neutral Good or Chaotic Good alignment may enter the Order of the White Robes.
Only those wizards with a Lawful Neutral, Neutral or Chaotic Neutral alignment may enter the Order of the Red Robes.
Only those wizards with a Lawful Evil, Neutral Evil or Chaotic Evil alignment may enter the Order of the Black Robes.
Joining an Order offers the wizard an Order Secret.
Order Secrets: As the wizard gains in levels, he learns to apply the arcane secrets he unlocks to various uses. Starting at 5th level he gains an order secret associated to the Order he belongs to (see below). He gains another order secret at 8th level, 12th level, 16th level and at 20th level.
The wizard has a number of order points, equal to 4 + Intelligence modifier, and gains an additional 2 + Intelligence modifier in order points at each wizard level after 5th level.
Order points are used to perform the various powers listed below, and using an order point is usually (unless otherwise noted) a free action. Order points are renewed after 8 hours of continuous, uninterrupted rest.
Renegades: A wizard does not have to join one of the Orders of High Sorcery at 5th level; he can elect to become a renegade wizard. The renegade wizard continues to advance as a wizard, gaining school powers, HD, skills, etc as a wizard. He does not gain the initiate of the robes class feature (above), nor does he gain access to the any order secrets.
A renegade is not bound by the tenets of High Sorcery, or the pact they make with the Moon Gods upon becoming an initiate. This allows the renegade wizard to take levels in a divine spellcasting class (if so desired).
A renegade's life is always fraught with danger, living outside and against the Orders often makes life hard or impossible, although having powerful allies or pacts often helps.
A wizard of one of the Orders of High Sorcery can also become a renegade if he changes his alignment to one not suitable to that of his Order. Unless the wizard announces his allegiance to an Order compatible to his alignment, he is branded a renegade.
Renegade former High Sorcerers retain all the order powers of the original Order to which they belonged, although the order point cost to use such powers is doubled. If the wizard joined another Order, he also has the ability to select one of the order secrets belonging to the new Order. He cannot gain any more order secrets from his original Order (not unless he rejoins it).
A renegade wizard who has taken levels in a divine spellcasting class and seeks to re-enter the Orders of High Sorcery can only do so by having an epiphany. The character can elect to remain a renegade, exchange his divine spellcasting class levels for levels of wizard or exchange his arcane spellcasting levels for levels in his divine spellcasting class. Both of these latter two imposes a 20% penalty to all XP the character gains until he has gained enough to gain a new level (either arcane or divine).
A renegade wizard loses the benefit of having his associated class skill (see table above), but gains the Bluff skill as a class skill.
Bonus Language: A wizard can substitute either Magius or Draconic for one of the bonus languages available to the character through his race.
Arcane Bond (Su): As standard wizard (Pathfinder RPG, page 49)
Cantrips (Sp): As standard wizard (Pathfinder RPG, page 49)
Scribe Scroll: As standard wizard (Pathfinder RPG, page 50)
Bonus Feats: As standard wizard (Pathfinder RPG, page 50)
Spellbooks: As standard wizard (Pathfinder RPG, page 50)
Order Secrets
Order Bonus: Joining an Order allows the wizard to gain access to the great storehouse of arcane material within the Towers of High Sorcery. As such, the wizard gains a +1 competence bonus on all Knowledge (arcana) and Spellcraft. This bonus increases as the wizard rises in level, gaining an additional +1 competence bonus for every three wizard levels thereafter, to a maximum of +5 at 17th level.
Black Robe Power
Betrayal (Su): The Black Robe can strengthen his enchantment spells. He can impose a –2 penalty to a target's saving throws against an enchantment spell he casts for every 4 wizards levels he has. The enchantment spell must be cast within 1 round for this effect to be useful. The Black Robe must be 12th level or higher in order to use this order power. (4, 8 or 10 order secrets).
Clarity of Mind (Ex): As long as the Black Robe has succeeded on any Spellcraft skill check made to avoid losing a spell in combat, he can use his Spellcraft skill to make any Willpower save for 1 round. (4 order points).
Look into the Void (Ex): The Black Robe's sense of vision becomes preternaturally acute, allowing him to see in the dark. He gains darkvision 30 feet for 1 round. (2 order points).
Determined Strike (Su): The Black Robe can add his casting level at any single attack roll made with any spell that requires a melee touch attack or a ranged touch attack. (4 order points).
Empowered Magic (Su): The Black Robe can channel some of his spirit into a damaging spell, adding his caster level as additional damage to the damage caused by the spell. Only spells that target a single creature can gain this order secret. (4 order points).
Fearsome Casting (Ex): The Black Robe can use 2 order points to make an Intimidation check, as a free action, against any single creature within the range of the spell being cast (which need not be the target of the spell) to demoralize them. If successful, the target is shaken for 2d6 rounds. (4 order points).
Feed the Devourer (Su): This order power can only be used while preparing spells. When preparing spells, the Black Robe can suffer damage in order to learn an additional spell. The amount of damage taken is dependant on the level of the additional spell, as is the order point cost – 2 damage/order points for an additional 1st level spell, 4 damage/order points for an additional 2nd level spell, 6 damage/order points for an additional 3rd level spell, 8 damage/order points for a 4th level spell and 10 damage/order points for an additional 5th level spell. The damage taken cannot be healed by any means until the Black Robe has cast the added spell, after then, the damage can be healed through rest or magical healing. You can only gain 1 additional spell through this order secret at any single time. (2, 4, 6, 8 or 10 order points).
Heart of Darkness (Su): The Black Robe can channel negative energy in much the same way that an evil cleric channels negative energy. The negative energy unleashed by the Black Robe fills a 30 feet radius burst, dealing 1d6 + 1d6 for every two order points spent in negative energy damage (Will DC = 10 + 1/2 wizard level + Intelligence modifier for half). The burst heals undead creatures by a like amount. Undead within this burst must make a Will save or fall under the control of the Black Robe for 1 round + 1 round per 2 order points spent. (2, 4, 6, 8 or 10 order points).
Heart of Destruction (Su): The Black Robe can empower a spell so as to make it devastating to those who fall to it. Any spell that targets a single creature and that comes from the necromantic school can have this secret applied to it. If the target fails the saving throw against the necromantic spell's effects, he suffers an additional 10 points of negative energy damage (Will DC = 10 + 1/2 wizard level + Intelligence modifier for half). The Black Robe must be 12th level or higher to gain this order power. (10 order points).
Heart of the Order (Su): The Black Robe can add half his casting level to any caster level check made to overcome SR when casting an enchantment or necromantic spell. (2 order points).
Necrotic Summoning (Ex): The Black Robe has learned the long secret and obscure secrets about undead. The Black Robe can make a free action to use up a number of order points to change the nature of any spell he casts so as to bring forth a skeleton or zombie (his choice) instead of the spells normal effect, the effected spell becomes a conjuration (summoning) spell with the evil descriptor. The undead has a number of HD equal to the number of order points expended. The undead remain for a number of rounds equal to the level of the conjuration (summoning) spell used. The Black Robe cannot use this is summon an undead with greater HD than his own (2, 4, 6, 8 or 10 order points).
Risen Anger (Su): The Black Robe can increase the damage dealt by his damaging spells by +1 point per damage dice. The extra damage is the same type as the normal damage dealt by the spell. (2 order points).
Red Robe Power
Belief in the Mystery (Ex): The Red Robe can cast his magic so skilfully that many don't notice him casting at all. The Red Robe can use a swift action to spend 2, 4 or 8 order points to gain a +4, +8 or +10 competence bonus on a Hide skill check made to cover up his spellcasting. (2, 4 or 8 order points)
Fallen Veil (Su): The Red Robe can affect the course of the River of Time on 1 creature. The Red Robe can negate the effects of a surprise round as a free action to any creature within 30 feet of himself (including himself) (2 order points).
Force of Will (Ex): The Red Robe can, as a swift action, prolong the duration, by 1 round, of any illusion or transmutation spell that is currently in effect created by them. (4 order points).
Master Caster (Su): The Red Robe is able to affectively prolong the duration of some spells, notably those with an instantaneous duration and require a ranged touch attack to use. The Red Robe is able to use such spells for 1 additional round. However, both the initial use of the spell and the additional use of the spell must affect the same target. The Red Robe must be 8th level of higher in order to gain this order secret (4 order points).
Primal Magic (Su): The Red Robe can infuse a damaging spell with the essence of magic, making the spell deal an additional 1d6 points of arcane energy damage in addition to the normal damage of the spell. The arcane energy has no energy 'type', thus is not subject to protective wards against energy (such as resist energy, protection from energy etc). (4 order points).
Risen Veil (Su): The Red Robe can affect the course of the River of Time on 1 creature. As a free action, which can only be used in a surprise round, the Red Robe can bend the River so as to make one creature that is not surprised become as though they were surprised. The creature must be within 30 feet of the Red Robe and gains a Willpower save (DC = 10 + 1/2 wizard level + Intelligence modifier) to negate the effect (4 order points).
Steeped in Magic (Ex): The Red Robe can add half his wizard level as a competence bonus on any Intelligence-based skill for 1 round. (2 order points).
Tenacious Casting (Ex): As a swift action, the Red Robe can strengthen his transmutation or illusion spells against dispelling. He adds +2 to his effective caster level to the spell for 1 round. (2 order points).
Transmogrification Synergy (Su): Whenever the Red Robe casts a spell that increases an allies ability score, he gains the same bonus to his ability score for 1 round per 2 order points used. (2, 4, 6, 8 or 10 order points).
Veil of the Maiden (Ex): The Red Robe can use training and minor magic to confuse and confound wary spellcasters. The Red Robe must use the full attack action and cannot take any move action in order to use this order secret. The Red Robe effectively simulates the casting of a 0-level spell while casting the selected spell. To observers, the Red Robe appears to be casting only the 0-level spell and to discern the 'truth' the observer must make a Perception (sight) skill check with a DC = 10 + the spell's level + the Red Robe's Intelligence modifier. (2 order points).
White Robe Power
Magic of Might (Ex): The White Robe, as a swift action, can gain a +2 bonus on all caster level checks. (2 order points).
Magic of Truth (Ex): The White Robe can use his magic to create a burst that acts as a dispel magic that only affects a single enchantment or illusion spell that the White Robe knows to be in effect within 20 feet of him. The White Robe must be 8th level or higher to use this order secret. (6 order points)
Wrath of Light (Su): The White Robe can channel positive energy in much the same way that a good cleric channel positive energy. The positive energy unleashed by the White Robe fills a 30 feet radius burst, healing 1d6 + 1d6 for every two order points spent in positive energy. The burst harms undead creatures by a like amount and they must make a Will save or gain the frightened condition and flee for 1d4 + the White Robe's Intelligence modifier in rounds (Will DC = 10 + 1/2 wizard level + Intelligence modifier to negate the frightened condition and half the damage). (2, 4, 6, 8 or 10 order points).
Moonbeam (Su): The White Robe can channel the power of the White Moon and unleash it as a moonbeam. The moonbeam has a range of 60 ft and requires a ranged touch attack to successfully use, and deals 1d6 points of divine energy damage per hit. (4 order points).
Moonlight (Ex): Whenever the White Robe cast a spell from the divination or abjuration schools, or a spell that has the 'good' descriptor, he shines in a soft, white light for 1 round per level of the spell. If the spell had the 'light' descriptor, this light lasts for 2 rounds. (2 order points).
Moonlit Warrior (Ex): The White Robe can use order points to make a spell benefit from the Quicken Spell feat. (8 order points).
Protective Aura (Su): The White Robe can project a soothing aura with a 20 feet radius for 1 round. All allied creatures (including you) within the aura gain DR 5/evil. (6 order points).
Resistant Burst (Su): The White Robe can project a soothing aura of light with a 20 feet radius for 1 round. All allied creatures within the aura (including you) gain a resistance bonus to their saving throws equal to the order points spent. (2, 4, 6, 8 or 10 order points).
Strengthen the Soul (Su): The White Robe can unleash a burst of soft light with a 20 feet radius. All allied creatures within the burst (including you) gain a +2 insight bonus to their AC. (2 order points).
Within Sight of the Moon (Ex): The White Robe gains low-light vision and can see four times as far as a normal human under similar lighting conditions. The effect lasts for 1 round. (2 order points).
Moon Magic & the Dragonlance Pafthfinder Wizard
This variant of the wizard does not automatically become affected by the phases of the moons, and is set out so for ease of play. Dungeon Masters or Players who wish to retain the modifications brought on by the phases of the moons could use the Greater Moon Magic feat, the Favored of the Moons feat (Races of Ansalon) and/or the Moonstruck character trait (Legends of the Twins) to represent this in their games.
This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.
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