Pagemaster (3.5e Class)
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The power of a pagemaster is the most powerful force in the universe; For a pagemaster has the ability to wield their imagination as a weapon, creating powerful creatures to aid them in battle. Mythical items, and the ability to bring back long dead heroes to fight for their cause. As a pagemaster's power grows, they soon gain the ability to change the story of which we live; Molding the universe as they wish!
Making a Pagemaster
A pagemaster's strength is creating numbers to fight the odds, preparing before a great battle, and sharing grand stories with those who love a good book. Unlike other Spell Casters, the pagemaster does not derive power from a Deity, Bloodline Magic, or Years of Study; They derive power from being Imaginative and Carefree, enjoying any and every story they hear, making it come to life. The pagemaster is also a Master of Knowledge, specializing in Divination and Helpful Spells; They can either serve as a guiding hand for the soldiers in a coming battle, or create the soldiers needed for the battle.
Abilities: It is most important for a pagemaster to have Intelligence, for they must have the Creativity needed to solve problems, and memorize incantations and rituals. A pagemaster should also be Wise to the world, picking up stories and sharing them as they wish. Some pagemasters are quite Charismatic from sharing their stories, and creating contracts with creatures.
Races: Pagemasters are found among any race which has a written language of their own.
Starting Gold: 3d4x10 gp. (Average 75 gp.)
Starting Age: Moderate
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+2||Spell Book Companion, Imagination||2||1||—||—||—||—||—||—||—||—|
|3rd||+1||+1||+1||+3||Magic Item Summoning||3||2||1||—||—||—||—||—||—||—|
|6th||+3||+2||+2||+5||Power of Imagination||3||3||2||1||—||—||—||—||—||—|
|7th||+3||+2||+2||+6||Extent of Imagination||3||3||2||2||—||—||—||—||—||—|
|10th||+5||+3||+3||+7||Greater Magic Item Summoning, Power of Imagination +1||4||3||3||3||2||1||—||—||—||—|
|11th||+5||+3||+3||+8||Extent of Imagination +1||4||4||3||3||2||2||—||—||—||—|
|12th||+6/+1||+4||+4||+8||Love of Stories||4||4||3||3||3||2||1||—||—||—|
|14th||+7/+2||+4||+4||+9||Power of Imagination +1||4||4||4||4||3||3||2||2||—||—|
|15th||+7/+2||+5||+5||+10||Extent of Imagination +1 Immortality||5||4||4||4||3||3||3||2||1||—|
|18th||+9/+4||+6||+6||+11||Power of Imagination +1||5||5||4||4||4||4||3||3||2||2|
|19th||+9/+4||+6||+6||+12||Extent of Imagination +1||5||5||5||4||4||4||3||3||3||2|
|20th||+10/+5||+6||+6||+12||Master Magic Item Summoning||5||5||5||4||4||4||4||3||3||3|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the pagemaster.
Weapon and Armor Proficiency: Pagemasters are proficient with all Simple Weapons. They are not proficient with any type of armor or shield.
Spells: A pagemaster casts Arcane Spells. Pagemasters know all of the spells on the Pagemaster's spell list. The pagemaster must take an hour with their Spell Book Companion to prepare spells. To be able to Prepare and Cast Spells, the pagemaster must have an Intelligence of (10 + Spell Level). The Difficulty Class for a Saving Throw against a pagemaster's Spell is (10 + Spell Level + Intelligence Modifier).
Pagemaster's Spell List
0-level spells—Detect Magic, Detect Poison, Guidance, Light, Prestidigitation, Read Magic, Resistance, Summon Book (As Summon Instrument, the Book being Summoned must have been previously read by the pagemaster)
1st-level spells—Comprehend Languages, Deathwatch, Detect Animals or Plants, Detect Chaos/Evil/Good/Law, Detect Secret Doors, Detect Snares and Pits, Detect Undead, Endure Elements, Hide from Undead, Identify, Mage armor, Protection from Chaos/Evil/Good/Law, Sanctuary.
3rd-level spells—Arcane Sight, Clairaudience/Clairvoyance, Dispel Magic, Magic Circle against Chaos/Evil/Good/Law, Nondetection, Protection from Energy, Remove Curse, Remove Disease, Speak with Dead, Speak with Plants, Tongues.
4th-level spells—Arcane Eye, Death Ward, Detect Scrying, Dimensional Anchor, Discern Lies, Dismissal, Divination, Lesser Globe of Invulnerability, Lesser Planar Ally, Locate Creature, Sending, Scrying.
Spell Book Companion: The pagemaster begins play with a Spell Book Companion. This is a Tome which contains the pagemaster's spells, and is used as a Spell Book, though it is a sentient being. The Spell Book Companion contains one creature the pagemaster is currently able to summon through Imagination. There are Three Spell Book Companions with different benefits. Each Companion is a Small Creature, has 1/4 the pagemaster's hit points, attacks with the same Base Attack Bonus as the pagemaster, and has a d4 Damage Dice. If a Spell Book Companion dies, or is lost, it may be summoned from the afterlife with the spell "Summon Book"; However, it may be a bit angry.
Adventure - Adventure is a book with a stubborn streak that goes beyond a mule, and will fight to the end if need be. It is over excitable, aggressive, and will protect the pagemaster until its last breath. When gaining Adventure as a Spell Book Companion, the pagemaster's Hit Dice changes from d4 to d6.
Fantasy - Fantasy has a sweet and loving personality, with a mind of wonder; though, if underestimated, it will show anyone exactly why Fantasy is so exciting, and even terrifying. When gaining Fantasy as a Spell Book Companion, the pagemaster's level when determining HD for the Imagination ability is treated as being one level higher.
Horror - Horror is shy and can be a kind hearted abomination of a book, given the right master; That being said, it is not matched in loyalty, and knows exactly how to turn a ghost story into reality. When gaining Horror as a Spell Book Companion, the pagemaster's summoned creatures gain +2 Strength and Constitution; In addition, the pagemaster's summoned creatures become immune to Domination or Charm effects created by anyone or anything other than the pagemaster.
Imagination: A pagemaster has the amazing ability to take the things people have created in books and bring them to life using the pure power of their imagination. As a Full Round Action, the pagemaster may summon a creature from a book by reading the description of the creature. The Creature comes to life in a Paper-Skinned version. If the Summoned Creature comes in contact with liquid, it is reduced to a pile of paper and rendered useless. The creature resembles the book's description exactly, including its personality, and it becomes sentient when it is summoned, retaining memory even after killed and re-summoned. An Imaginated Creature gains the ability to speak all languages the pagemaster speaks. The Imaginated Creature loses all Special Abilities it would have normally (Such as a Troll's Regeneration), except for any Special Ability that is required for the creature to survive (Such as an Animated Object staying Animated). The Imaginated Creature retains all Movement Speeds (Such as an Animated Rag being able to fly at half movement), and attacks (Such as a Lantern Archon's Light Ray). (The Summoned Creature lasts until killed or dispelled). The maximum HD for a single Imaginated Creature is equal to the pagemaster's level. The maximum amount of HD of page summoned creatures a pagemaster can have in control is double their pagemaster level + their Wisdom modifier. When an Imaginated Creature dies, it may not be summoned again for an amount of minutes equal to the creature's HD (This includes being desummoned).
Book Seal: A pagemaster rules over stories, and blurs the line between reality and fiction. At level 2, the pagemaster gains the ability to catalog all knowledge and life story of any being into a currently held book. This ability can only be used on a creature with HD equal to or less than the pagemaster. This ability may be used on Imaginated Creatures. If the target is willing, the pagemaster touches the target and copies all memory of the target over anything currently written in the book. If the target is unwilling, the pagemaster must make a Touch Attack against the target, and the target must make a Will Save (DC 10 + pagemaster's level + pagemaster's Intelligence Modifier). If the Touch Attack is Successful and the target fails its Will Save, the target takes 1d8+1 (Increases by 1d8+1 every two levels of pagemaster beyond 2nd level) Mental Damage, and all memories of the target are written over anything currently in the book.
Magic Item Summoning: Tales tell of warriors with magnificent blades to aid them in battle, or politicians with deceitful trinkets to gain leverage over their enemies. At level 3, a pagemaster may now summon one magical or nonmagical item once per day as a Full Round Action. The pagemaster may either read about the description of this item, or draw a picture of it (The Character must have heard of the item before, if it is drawn), at which point the item leaps from the page into the real world. The item must be equal to or less than the pagemaster's caster level + Int modifier X 100 worth in gold pieces. The items created by this ability are clearly counterfeit and may not be used for profit. If a pagemaster summons a Magical Item, the counterfeit mimics the item's properties exactly, but disappears after one round per level (Bracers of Armour +1 summoned at level 9 last for 9 rounds, and are then destroyed).
Mind Scribe: A pagemaster can recount tales for hours on end, without any need for citation. At level 4, the pagemaster may now use their own mind in substitution for a book when using Book Seal. The pagemaster's Mind is able to hold up to one set of information per pagemaster level. At any time, a pagemaster may forget one set and replace it with another. (At level 20, the pagemaster can hold an unlimited amount of sets in their mind.)
Mind Seal: A pagemaster brings stories to life! At level 5, the pagemaster has become powerful enough to create one True Creature. The pagemaster must summon an imaginated creature which is currently taking a set of information with the Mind Scribe ability, and form a contract with them. The contract must be created of the Imaginated Creature's own will, and it cannot be charmed, dominated, tricked, or commanded to accept the contract. Once the contract is formed, the pagemaster must conduct a ritual to turn the Imaginated Creature into a True Creature. This ritual's casting time is equal to one hour per 2 HD of the Imaginated Creature. The ritual's material component is equal to the Imaginated Creature's HD x 100 gp. The ritual's Experience Cost is 2,000 XP. Once the ritual has been performed successfully, the Imaginated Creature's slot within the Mind Scribe is permanent, and may never be removed. The Imaginated Creature becomes a True Creature, gaining all of its usual Special Abilities, and is no longer a Paper-Skinned version of itself, losing its vulnerability to liquids. The pagemaster gains a Telepathic Link with its True Creature, and the True Creature may now see through the pagemaster's eyes when it is not summoned. If ever a pagemaster's level exceeds a True Creature's amount of HD, the True Creature's HD automatically increases to match the pagemaster's level. If ever a pagemaster's BAB exceeds a True Creature's BAB, the True Creature's BAB automatically increases to match the pagemaster's. The pagemaster may only have 1 True Creature per 5 Levels of pagemaster. When a True Creature dies, it may not be summoned for an amount of minutes equal to the creature's HD multiplied by 2.
Power of Imagination: A pagemaster knows the true power of imagination. At level 6, and every fourth level beyond, the pagemaster gains +1 HD to their maximum HD for a single summoned creature. This allows them to summon more powerful creatures using their Imagination ability. These bonus HD stack.
Extent of Imagination: A pagemaster knows there is no real limitation to imagination. At level 7, and every fourth level beyond, the pagemaster gains +1 HD to their total allowed HD for number of summoned creatures. This allows them to increase the amount of soldiers they are able to create, using their Imagination ability. These bonus HD stack.
Greater Magic Item Summoning At level 10, the pagemaster's tales of Magical Items gains more weight. The Magic Item Summoning ability's Gold Limitation increases to be equal or lower than the pagemaster's Caster Level + Intelligence Modifier X 1000 worth in gold pieces.
Love of Stories: A pagemaster knows how to embellish a tale to make it more convincing or more intriguing. At level 12, The pagemaster's Imaginated and True Creatures gain an Ability Score increase equal to the pagemaster's Charisma Modifier (pagemaster with 14 Charisma has a +2 Charisma Modifier, a Summoned Creature's Ability Scores each gain +2).
Immortality: A pagemaster is a child at heart. At level 15, the pagemaster's mind pours power into reality. The pagemaster's body now ceases aging, and loses all age penalties (If Any), but keeps all age bonuses (If Any). The pagemaster's mind continues to age, but may no longer die of old age, unless it wishes to.
Master Magic Item Summoning: A pagemaster's tales of Magical Items gain truth. At level 20, the Magic Item Summoning ability's Gold Limitation increases to be equal or lower than the pagemaster's Caster Level + Intelligence Modifier X 5,000 in gold pieces.
|30th||Epic Magic Item Summoning|
2 + Int modifier skill points per level.
Pagemaster's Will: The pagemaster not only tells stories, but writes tales of its own, summoning its own creatures and items. Once per day, a pagemaster may write a full description of a creature or item (A Character Card for a Creature, or a Description and what it does for an item), at which point the words will disappear from the page, leaving it blank. The creature or item follow the normal rules of the pagemaster (HD Restriction, Magic Item Summoning Gold Worth), though the pagemaster can make them as they want (Including how many HD the creature has, or how much the item would be worth). Anything summoned by this only lasts a number of rounds equal to half the pagemaster's Level, before disappearing.
Epic Magic Item Summoning: The pagemaster's tales of Magical Items gain life! At level 30, the Magic Item Summoning ability's Gold Limitation increases to be equal to or lower than the pagemaster's Level + Intelligence Modifier X 10,000 in gold pieces.
Human Pagemaster Starting Package
Armor: None (speed 30 ft.).
Weapons: Shortspear (1d6, crit x2, range inc. 20 ft., 3 lb., one-handed, piercing), Light Crossbow (1d8, crit 19-20/x2, range inc. 80 ft., 4 lb., piercing)
Skill Selection: Pick a number of skills equal to 3 + Int modifier.
Feat: Spell Focus (Conjuration).
Bonus Feat: Augment Summoning.
Gear: Backpack, Bedroll, Waterskin, Sack, Flint and Steel, Hooded Lantern, Oil (1-pint flask) (x5), Trail Rations, Crossbow Bolts (x10), Spell Component Pouch.
Gold: 3d4 gp.
Playing a Pagemaster
Religion: A pagemaster mostly worships books, but they do acknowledge the Gods, and are free to worship as they please.
Other Classes: The pagemaster works well with other classes, telling stories to keep up morale, or deciphering ancient script to make sense of a puzzle.
Combat: The pagemaster works well with others in Combat, divining the numbers of enemies, or backing up their comrades. If a pagemaster runs out of Imaginated or True Creatures, it will be exceedingly defenseless, otherwise they make for valuable allies in a battle.
Advancement: The pagemaster advances by collecting scripts and tomes to increase their army, or backup. A pagemaster might multiclass often, seeing as they rely heavily on summons and will be defenseless in battle without them. Due to the Intelligent nature of a pagemaster, multiclassing into an Intelligence based caster might be best.
Pagemasters in the World
|“||A pagemaster? So... a Librarian?||”|
|—Angor Firebeard, Dwarven Fighter|
|“||Somewhat. I tell tales, such as the one about the five-headed hydra destroying a naga army!||”|
|—Arin Blinker, Human Pagemaster|
|“||Wait, that was your hydra?!||”|
|—Angor Firebeard, Dwarven Fighter|
A pagemaster may be found in a Library, at an Archaeological Dig site, or sitting by a campfire telling a story.
Daily Life: The pagemaster lives day-to-day, collecting tomes, telling tales, and saving towns, all before dinner with a show of how it was possible.
Notables: A powerful pagemaster might even make its way into Boccob's Domain, which would be heaven for nearly any pagemaster.
Organizations: A group of pagemasters is most often called by a mysterious name, known as "Book Club". To see such a thing is truly wondrous and terrifying, as the PageMasters summon montrous beings and heroes to combat them!
NPC Reactions: An NPC that knows what a pagemaster is might enjoy their company, as they are masters of tales. They could also be seen as a nuisance, constantly speaking of books and sometimes dwelling in the past. A clever NPC knows a pagemaster's power, and might fear their ability to summon something strong enough to destroy cities. Of course, there are NPC which know nothing of a pagemaster, and think them a common Librarian or Book lover.
Characters with ranks in Knowledge (Arcana) can research pagemasters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||They're Book Lovers and Tale-Tellers.|
|10||They are known to be powerful, and talkative.|
|15||They control powerful beasts, create great items, and are to be feared if angered.|
|20||They carry a Spell Tome, which has a mind of its own, and is the key to its power.|
|25||The creatures and items they create are limited in power, but can become more powerful than their real life counterparts.|
Pagemasters in the Game
The pagemaster is often found as being a fountain of lore, and the backup of a party, being the last resort of their groups.
Adaptation: It is possible for a pagemaster to join the battleground with their creations, leading (rather than hiding behind) an army.
Sample Encounter: A pagemaster may be found anywhere in the world, speaking of their tales to any who wish it. They could also be secretive politicians, or taking over populations with their summoned armies.