specialist wizard

Marc Grandlekeen, Trollkiller, Trapper and Researcher

Male half-elf rng 2/ tra 4: CR 6; Medium humanoid (human) (elf); Hit Dice 2d8+4 plus 4d4+8; 36 hp; Init +3; Spd 30 ft.

Harel Spelsen

Human male enchanter 7: CR 7; Medium humanoid (human); Hit Dice 7d4+14; 33 hp; Init +1; Spd 30 ft. (6 squares); AC 11(11 touch, 10 flat-footed); BAB/Grapple +3/+4; Atk +4 melee (1d4/19-20, alchemical silver dagger), or +4 melee (1d6+1, quarterstaff), or +4 ranged (by spell), or +4 ranged (1d8/19-20, light crossbow), or +4 ranged (by spell); SA spells, summon familiar; AL NE; SV Fort +4, Ref +3, Will +6; Str 12, Dex 12, Con 15, Int 17, Wis 12, Cha 15; Weight 186 lbs., Height 5 ft., 9 in.

Deadly Touch

Deadly Touch [General]

Through a great deal of practice, you have learned the best places to aim when delivering your touch attacks in order to achieve the maximum potential.
Prerequisites: 3rd level arcane caster, Weapon Focus (touch attack)
Benefit: You are treated as a spellcaster one level higher than your actual level for all level-dependent features ( range, duration, damage, etc.) and for caster level checks to overcome spell resistance of touch spells you deliver.
Special: A wizard with a specialized school is treated as being a spellcaster two levels higher when using a touch spell from her specialized school.

Improved Animation

Improved Animation [General]

You are more adept at animating the undead than many of your contemporaries.
Prerequisite: Spell Focus (necromancy)
Benefit: Undead that you animate with spells such as animate undead gain an extra 2 hit points per hit dice. Additionally, the undead’s turn resistance is increased by 2.
Special: A cleric with this feat that successfully uses his Turn Undead ability to command the undead also increases the undead’s turn resistance by 1.
Special: A wizard that has specialized in the school of necromancy may select Improved Animation as one of his wizard bonus feats.

Necromantic Conduit

Necromantic Conduit [General]

Your ability to transfer the life essence of others now extends to ability damage as well.
Prerequisite: Arcane or divine caster level 8+, Necromantic Channel
Benefit: Whenever you successfully damage a target with a spell or effect that deals ability point damage to a target (such as ray of enfeeblement), you may instead deal half the listed damage (rounded down, minimum 1) and convert the remaining half into a touch effect, which can transfer the ability to an ally you touch (including yourself), healing his own ability damage. This effect may not be used to increase an ally’s ability score beyond its normal maximum.
Special: A wizard that has specialized in the school of necromancy may select Necromantic Conduit as one of his wizard bonus feats.

Necromantic Channel

Necromantic Channel [General]

Your familiarity with necromantic magic has given you the ability to transfer stolen life energy to others.
Prerequisite: Arcane or divine caster level 3+
Benefit: Whenever you successfully damage a target with a spell or effect that deals hit point damage to a target and transfers those hit points to you (such as vampiric touch), you may instead convert those hit points into a touch effect, which can transfer the hit points to an ally you touch.
Special: A wizard that has specialized in the school of necromancy may select Necromantic Channel as one of his wizard bonus feats.

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