School Master Specialist (3.5e Prestige Class)
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A School Master specialist is another take on the master specialist class, with more interesting abilities.
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School Master Specialist[edit]
“ | I can... ehm... fireball you real good. | ” |
—Shaan, Human School Master Evoker |
A School Master specialist is a master of a particular school of magic, focusing his or her studies on that school and it intricacy they unlock powerful talents when using spells of their chosen school. The overwhelming majority of School Master specialist come from specialist wizard stock, however some other spellcasting class can get the means to become School Master specialists as well.
Becoming a School Master Specialist[edit]
Skills: | Knowledge (Arcana) 4 Ranks, Spellcraft 4 Ranks. |
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Feats: | Spell Focus (School of Specialization). |
Spellcasting: | Must be able to cast 2nd-level spells of the chosen school. |
Special: | Must be able to specialize in a school of magic. |
Level | Base Attack Bonus |
Saving Throws | Special | Spellcasting | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | School Dweomer (Minor), Skill Focus (Spellcraft) | +1 level of existing spellcasting class | |||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Greater Spell Focus | +1 level of existing spellcasting class | |||||||||||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +3 | Arcane Power +1 | +1 level of existing spellcasting class | |||||||||||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | School Dweomer (Major) | +1 level of existing spellcasting class | |||||||||||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | Master Specialist | +1 level of existing spellcasting class | |||||||||||||||||||||||||||||||||||
6th | +3 | +2 | +2 | +5 | Arcane Power +2 | +1 level of existing spellcasting class | |||||||||||||||||||||||||||||||||||
7th | +3 | +2 | +2 | +5 | School Dweomer (Superior) | +1 level of existing spellcasting class | |||||||||||||||||||||||||||||||||||
Class Skills (2 + Int modifier per level) |
Class Features[edit]
All of the following are class features of the School Master Specialist.
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a School Master specialist, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
School Dweomer: A 1st level a School Master specialist choose a school she has the spell focus feat in, she gain bonus to spells from that school based on the highest level spell she can cast and her class level (see the School Master specialist table above for information).
Abjuration
- 1st— You gain a +2 bonus on dispel checks and the DC to dispel your spell increase by +2, you gain the ability to dispel as an immediate action. These bonuses increase by +1 when you gain major and superior school dweomer.
- 4th— All of your abjuration spells are modified by the Extend and Reach metamagic feat with no modification of casting time or and using spell slot of the same level as the spell actual level. You may convert any spell of 4th level or higher into greater dispel magic.
- 7th— When casting an abjuration spell that normally has a range of personal, you can instead choose to cast it as a touch spell that affects a single creature. When casting an abjuration spell that is an emanation centered on you, you can instead choose to cast it as a touch spell that emanates from the touched creature. When casting an abjuration spell that normally has a range of touch it is modified by the reach metamagic feat with no change of spell level.
Conjuration
- 1st— Any creature you summon or call come with an additional hit point per hit dice. This bonus increase by 1 per HD when you gain major and superior school dweomer.
- 4th— Any creature you summon last for an additional 10 rounds and only require a standard action to cast if it required a 1 round action.
- 7th— Once per encounter you can cast a conjuration spell which require a standard action or less to cast spell as a swift action.
Divination
- 1st— You gain a +2 bonus on initiative checks. This bonus increase by +2 when you gain major and superior school dweomer.
- 4th— As an immediate action you can allow an allies creature within 60 ft to reroll one d20 roll, accepting the second result. You may do this once per creature per day.
- 7th— As an immediate action you can force an hostile creature within 60 ft to reroll one d20 roll, accepting the second result. You may do this once per creature per day.
Enchantment
- 1st— The DC of any subsequent saving throw granted by your enchantment spell increase by 1, this does not affect the initial save. This bonus increase by +1 when you gain major and superior school dweomer.
- 4th— After one of your enchantment [compulsion] spell end without being dispelled or broken by an effect beyond your control you may have the affected creature not remember any events that happened while it was under your [compulsion] (will negate).
- 7th— Your [mind-affecting] enchantment spells now bypass immunties to mind-affecting effects, although a immune creature receive a +4 bonus on it saving throw.
Evocation
- 1st— You gain a +2 bonus on caster level check made to bypass spell resistance when casting an evocation spell. This bonus increase by +2 when you gain major and superior school dweomer. When casting evocation spells you count Magic Immunity as being Spell Resistance equal to 21 + the creature's CR.
- 4th— Your evocation deal a minimum total amount of damage equal to your caster level +3 after resistance and immunities. They still deal half damage (but no other effects) if it fail to pierce SR or spell immunity (all associated saving throws to reduce damage further are still granted).
- 7th— Evocation spells you cast attempt to fill all available space. Every square that a spell with a burst area of effect is prevented from occupying because of a wall or similar obstruction is added to the other side of the effect's area. For example, a fireball takes up 44 squares when used without obstructions. When used in a long, 10' wide hallway by a Seeker of the Lost Wizard Traditions, the fireball would extend to be 110' long.
Illusion
- 1st— The save DCs of your illusion spells that have a saving throw entry of "Will disbelief" increase by 1. This bonus increase by +1 when you gain major and superior school dweomer.
- 4th— Your illusions no longer give off magical aura.
- 7th— Your illusions are no longer pierced by true seeing and similar abilities, however creature under those effect may attempt to disbelieve the illusion as soon as they become aware of it.
Necromancy
- 1st— Any undead creature you create come with an additional hit point per hit dice. This bonus increase by 1 per HD when you gain major and superior school dweomer.
- 4th— You can now use animate dead without material component.
- 7th— Your spell with the [death] tag now bypass immunity to [death]-effect, although a immune creature receive a +4 bonus on it saving throw. If you successfully kill a creature with a [death]-effect you may have it raise as per animate dead under your control.
Transmutation
- 1st— Whenever you cast a transmutation spell you may have it heal or deal damage to it target equal to it spell level. This increase to double spell level when you gain major school dweomer and triple spell level when you gain superior school dweomer.
- 4th— Whenever you cast a transmutation spell of 1st level or higher on a willing creature you may have it heal a creature as lesser restoration in addition of it normal effect, if the spell is 4th level or higher you may instead have the creature healed as per restoration, if it a 7th level spell or higher you may have it heal as per greater restoration.
- 7th— Whenever you cast a transmutation on a willing creature you may grant it fast healing equal to the spell level for the duration of the spell or 1 hour (whichever is lower). Whenever you cast a transmutation spell on a hostile creature, if it fail it saving throw it start burning for 1 round + 1 additional round per spell level.
Skill Focus: A 1st level School Master specialist gain skill focus (spellcraft) as a bonus feat.
Greater Spell Focus: A 2nd level School Master specialist gain Greater Spell Focus with her chosen school of specialization.
Arcane Power: At 3rd level you gain a +1 bonus to caster level when casting a spell of the chosen school, this bonus increase to +2 at 6th level.
Master Specialist: At 5th level a School Master specialist gain one additional spell slot per level it can cast, it can only be used to prepare spells of her chosen school.
Adaptation[edit]
Specialist Mage: A Specialist Mage add her School Master Specialist level to determine her which Specialization Class feature she gets (such as specialization Powers, feats and mastery) and their powers. She does not however gain any advancement to Advanced Learning.
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Leziadv |
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Article Balance | Very High + |
Author | Leziad + |
Base Attack Bonus Progression | Poor + |
Class Ability Progression | Full + |
Fortitude Save Progression | Poor + |
Identifier | 3.5e Prestige Class + |
Length | 7 + |
Minimum Level | 3 + |
Rated By | Surgo + |
Rating | Rating Pending + |
Reflex Save Progression | Poor + |
Skill | Craft +, Decipher Script +, Knowledge +, Listen +, Profession +, Search +, Sense Motive +, Speak Language +, Spellcraft + and Spot + |
Skill Points | 2 + |
Summary | A School Master specialist is another take on the master specialist class, with more interesting abilities. + |
Title | School Master Specialist + |
Will Save Progression | Good + |