Difference between revisions of "Hobwose, 5th-Level Illusionist (Wizard)"

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An illusionist using this variant does not gain additional spells per day for being a specialist wizard.
 
An illusionist using this variant does not gain additional spells per day for being a specialist wizard.
  
Spells per Day: 0: 4 + 1 (INT) + 1 (Illus), 1: 3 + 1 (INT) + 1 (Illus), 2: 2 + 1 (INT) + 1 (Illus), 3: 1 + 1 (Illus)
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Spells per Day: 0: 4 + 1 (INT) + 1 (Illus), 1: 3 + 1 (INT) + 1 (Illus), 2: 2 + 1 (INT) + 1 (Illus), 3: 1 + 1 (Illus)<br>
 
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<br>
Specialist: Illusion  Loses: Enchantment, Necromancy
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Specialist: Illusion  Loses: Enchantment, Necromancy<br>
 
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<br>
Spells:  
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Spells: <br>
Level 0: [[Ghost Sound]] (x2), [[Detect Magic]], [[Read Magic]], [[Resistance]], [[Message]]
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Level 0: [[Ghost Sound]] (x2), [[Detect Magic]], [[Read Magic]], [[Resistance]], [[Message]]<br>
Level 1: [[Color Spray]] (x2), [[Shocking Grasp]] (x2), [[Magic Missle]] (x2)  
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Level 1: [[Color Spray]] (x2), [[Shocking Grasp]] (x2), [[Magic Missle]] (x2) <br>
Level 2: [Invisibility]], [[Minor Image]], [[Blur]], [[Flaming Sphere]]
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Level 2: [[Invisibility]], [[Minor Image]], [[Blur]], [[Flaming Sphere]]<br>
Level 3: [[Invisibility Sphere]] (x2), [[Displacement]], [[Fireball]]
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Level 3: [[Invisibility Sphere]] (x2), [[Displacement]], [[Fireball]]<br>
 
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<br>
Familiar: BAT - Master gains a +3 bonus on Listen
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Familiar: BAT - Master gains a +3 bonus on Listen<br>
 
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}}
 
[[Category:Creature]]
 
[[Category:Creature]]

Latest revision as of 17:26, 17 June 2020


Creature: Hobwose, 5th-Level Illusionist (Wizard)
Size/Type Small/Humanoid (Hobwose)
Hit Dice 5d8 (40 HP)
Initiative +3
Speed 20 ft. ft.
Armor Class 12 (20 +3 Dex, + Natural, +0 Armor AC, +0 Shield AC), 13 Flat Footed, 13 Touch AC
Base Attack/Grapple +0
Attack Dagger (1d3+2 (Small)) or Quarterstaff (1d4/1d4 (Small)) or Light Crossbow (Small) +4 ranged (1d6)
Full Attack Dagger (1d3+2 (Small)) or Quarterstaff (1d4/1d4 (Small)) or Light Crossbow (Small) +4 ranged (1d6)
Space/Reach 5 ft./5 ft.
Special Attacks
Special Qualities Darkvision 60 ft.
Saves Fort +1, Ref +3, Will +4
Abilities STR 7, DEX 14, CON 11, INT 16, WIS 13, CHA 14
Skills Appraise 3, Bluff 3, Climb 0, Concentration 12, Craft Poison Making 5, Decipher Script 5, Diplomacy 6, Hide 6, Jump 0, Knowledge - Arcana 4, Knowledge - Architecture and Engineering 3, Knowledge - History 4, Knowledge - Local 4, Knowledge - Nature 4, Knowledge - Nobility 4, Knowledge - Planes 3, Listen 3+3 (Bat), Move Silently 4, Ride 2, Speak Language 5, Spellcraft 11
Feats Combat Casting, Scribe Scroll, Simple Weapon Proficiency, Spell Penetration, Brew Potion
Environment Any
Organization Solitary or Pack (5-8)
Challenge Rating 3
Treasure Standard
Alignment Any
Advancement By Character Class
Level Adjustment
Notes * +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
  • +1 racial bonus on all saving throws.
  • +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
  • +1 racial bonus on attack rolls with thrown weapons and slings.

Illusionist Variants Illusionists control their surroundings by shaping, distorting, and deceiving the perceptions of others. To some their abilities seem weak, because they only distort and disguise rather than effecting true change, but those affected by an illusionist's spells know better, understanding that their own senses can be turned against them at any time.

Campaigns that deal in deception or that have a high level of social interaction, a fair number of mystery adventures, or even simply suspicious players can benefit from the introduction of variant illusionists. Campaigns featuring multiple types of variant illusionists might give each group or variant an even more distinctive flavor by making each the master of a particular subset of illusion spells. Illusionists from one nation might, for example, have the chains of disbelief variant ability and favor phantasms, while the illusionist thieves of the Guild of Shadows might have the shadow shaper variant ability and favor glamers and shadow magic.

Chains of Disbelief (Ex) Even if a viewer disbelieves an illusion created by an illusionist using this variant and communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saying throws to disbelieve the illusion. Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on a Will saving throw to see objects or creatures that the illusion obscures, although they get a +10 bonus on the saving throw.

An illusionist using this variant permanently gives up the ability to obtain a familiar.

Shadow Shaper An illusionist using this variant has a special bond with the Plane of Shadow, and gains several special abilities as he advances in level.

At 1st level, Hide is treated as a class skill for the illusionist.

At 5th level, the illusionist may add his Intelligence modifier (in addition to his Dexterity modifier) to his Hide skill checks.

Illusion Mastery (Ex) An illusionist using this variant automatically adds two illusion spells to his spellbook every time he gains a level that grants access to a new spell level. Furthermore, any time the illusionist learns a new illusion spell, he treats that spell as if be had mastered it with the Spell Mastery feat.

An illusionist using this variant does not gain additional spells per day for being a specialist wizard.

Spells per Day: 0: 4 + 1 (INT) + 1 (Illus), 1: 3 + 1 (INT) + 1 (Illus), 2: 2 + 1 (INT) + 1 (Illus), 3: 1 + 1 (Illus)

Specialist: Illusion Loses: Enchantment, Necromancy

Spells:
Level 0: Ghost Sound (x2), Detect Magic, Read Magic, Resistance, Message
Level 1: Color Spray (x2), Shocking Grasp (x2), Magic Missle (x2)
Level 2: Invisibility, Minor Image, Blur, Flaming Sphere
Level 3: Invisibility Sphere (x2), Displacement, Fireball

Familiar: BAT - Master gains a +3 bonus on Listen