Twilight Magician (D20 Modern Class)

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Author: STDoc (talk)
Date Created: January 15
Status: Complete
Editing: None
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"Twilight Spellcasting" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Twilight Magician[edit]

This is a Character Class for Step into the Gloom - Nightwatch (3.5e Sourcebook)

This class is NOT suggested for Non-Night Watch campaigns, due to it's powerful abilities.

Others who have shown promise as Spellcasters, Magicians are normally trained for several years before becoming full fledged agents and sent out on minor patrol missions. While normally paired up with a Combat Magician or a Warlock, it is not uncommon for Twilight Magicians to operate as a singular agent, especially if their assignments involve subterfuge.

Making a Twilight Magician[edit]

Twilight Magicians are utilized best by casting defensive spells and evading his enemies through the Twilight. However, Against Others who have a better affinity with the Twilight, they will stick to defensive spells, and spells that allow them to see deeper into the Twilight and attack their foes with powerful Evocations. All schools of Magic are open to Twilight Magicians, but they suffer the same penalties when casting spells with a differing alignment that all Twilight Spellcasters face.

Abilities: Intellignce, Wisdom, and Charisma are all important for this class. Intelligence determines your spells per day and the DCs of your spells. Wisdom allows a Magician to stay in the Twilight for longer periods of time. Charisma determines how easy it is for you to cast spells of an opposing Alignment.

Alignment: Any

Wealth Bonus: +2

Action Points: 5 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Table: The Twilight Magician

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Defense Bonus Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th
1st +0 +0 +0 +1 The Twilight 0 3 1
2nd +1 +0 +0 +2 1 4 2
3rd +1 +1 +1 +2 1 4 2 1
4th +2 +1 +1 +2 1 4 3 2
5th +2 +1 +1 +3 2 4 3 2 1
6th +3 +2 +2 +3 2 4 3 3 2
7th +3 +2 +2 +4 2 4 4 3 2 1
8th +4 +2 +2 +4 3 4 4 3 3 2
9th +4 +3 +3 +4 3 4 4 4 3 2 1
10th +5 +3 +3 +5 3 4 4 4 3 2 2

Class Skills (3 + Int modifier per level, ×4 at 1st level)
All skills are class skills to a Night Watch Character.

Class Features[edit]

All of the following are class features of the Twilight Magician.

Weapon and Armor Proficiency: The Twilight Magician is proficient with all Simple Weapons, No Armor or shields.

Spells: A Twilight Magician can cast any Arcane or Divine Spells. He can cast any spell he knows without preparing it ahead of time.

To learn or cast a spell, a Twilight Magician must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Twilight Magician’s spell is 10 + the spell level + the Twilight Magician’s Intelligence modifier.

Like other spellcasters, a Twilight Magician can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Intelligence score. A Twilight Magician may know any number of spells, gaining 2 spells per level, and the ability to learn any spell by paying the appropriate costs, and spending the normal "research" time with a mentor teaching you how to cast the spell.

A Twilight Magician begins play knowing six 0-level spells, plus three 1st-level spells of your choice. For each point of Intelligence bonus the Twilight Magician has, she knows one additional 1st-level spell of your choice. At each new Twilight Magician level, she gains two new spells of any spell level or levels that she can cast (based on her new Twilight Magician level).

The Twilight (Su): Twilight Magicians have the ability to see into, and enter, the Twilight. See Step into the Gloom (3.5e Sourcebook)/The Night, the Day, and the Twilight

Human Twilight Magician Starting Package[edit]

Weapons: Combat Knife.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Knowledge (Others) 4 Int
Knowledge (Twilight) 4 Int
Concentration 4 Con

Feat: Twilight Resistance

Bonus Feats: Twilight Acclimation

Gear: Night Watch Uniform, Identification Papers.


Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
AuthorSTDoc +
Base Attack Bonus ProgressionPoor +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
IdentifierD20 Modern Class +
Length10 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
Skill Points3 +
SummaryA Sorcerer from the Night Watch Universe. An Effective, yet durable spellcaster. +
TitleTwilight Magician +
Will Save ProgressionGood +