Creature: Hobwose, 5th-Level Illusionist (Wizard)
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Size/Type
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Small/Humanoid (Hobwose)
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Hit Dice
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5d8 (40 HP)
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Initiative
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+3
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Speed
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20 ft. ft.
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Armor Class
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12 (20 +3 Dex, + Natural, +0 Armor AC, +0 Shield AC), 13 Flat Footed, 13 Touch AC
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Base Attack/Grapple
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+0
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Attack
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Dagger (1d3+2 (Small)) or Quarterstaff (1d4/1d4 (Small)) or Light Crossbow (Small) +4 ranged (1d6)
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Full Attack
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Dagger (1d3+2 (Small)) or Quarterstaff (1d4/1d4 (Small)) or Light Crossbow (Small) +4 ranged (1d6)
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Space/Reach
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5 ft./5 ft.
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Special Attacks
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Special Qualities
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Darkvision 60 ft.
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Saves
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Fort +1, Ref +3, Will +4
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Abilities
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STR 7, DEX 14, CON 11, INT 16, WIS 13, CHA 14
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Skills
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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, Move Silently 4, Ride 2, Speak Language 5, Spellcraft 11
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Feats
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Combat Casting, Scribe Scroll, Simple Weapon Proficiency, Spell Penetration, Brew Potion
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Environment
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Any
challenge-rating=3
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Organization
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Solitary or Pack (5-8)
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Challenge Rating
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{{{challenge-rating}}}
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Treasure
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Standard
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Alignment
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Any
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Advancement
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By Character Class
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Level Adjustment
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Notes
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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.