PageMaster (3.5e Class)
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The power of a pagemaster is the most powerful force in the universe. For a page master has the ability to wield his imagination as a weapon, creating powerful creatures to aid him in battle. Mythical items and the ability to bring back long dead hero's to fight for his cause. As a pagemasters power grows he soon gains the ability to change the story of which we live. Molding the universe to how he pleases.
Making a Pagemaster
Pagemasters are good at creating numbers to fight the odds, and and get along with those who love to read. and those who love to hear stories. The differ from other arcane spell casters who derive their power from their blood line or years of study and memorization. They can serve an all rounded spell casting role in the party or just summon enough creatures to fight for them.
Abilities: The most important stat for a Pagemaster is intelligence.
Races: Any race that has a written language can become a Pagemaster.
Starting Gold: 10x10d6 average 500gp
Starting Age: Complex
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+2||Spell book Companion, Book summoning||2||1||—||—||—||—||—||—||—||—|
|3rd||+1||+1||+1||+3||Magic Item Summoning||3||2||1||—||—||—||—||—||—||—|
|6th||+3||+2||+2||+5||Bonus Summoning HD +1||3||3||2||1||—||—||—||—||—||—|
|10th||+5||+3||+3||+7||Greater Magic Item Summoning, Bonus Summoning HD +1||4||3||3||3||2||1||—||—||—||—|
|14th||+7/+2||+4||+4||+9||Bonus Summoning HD +1||4||4||4||4||3||3||2||2||—||—|
|18th||+9/+4||+6||+6||+11||Bonus Summoning HD +1||5||5||4||4||4||4||3||3||2||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 learn all the spells of the caster level when they are able to cast spells of that level, But the Pagemaster must use his spell book companion to prepare them everyday.
Spells: DC's are intelligence based.
0-level spells—detect magic, detect poison, guidance, light, prestidigitation, read magic, resistance, Summon book ( works like Summon Instrument except the book in question has to have been read by the Pagemaster at one time in his or her life )
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: When you become a Pagemaster, you gain a spell book companion. This is a large book used as your spellbook, but it is also your companion. There are three spell book companions with different benefits, otherwise treat these as a regular wizard/sorcerer familiar.
Adventure - Adventure is a book whose will to fight to the end and is matched by none, it is over excitable and aggressive and will protect the Pagemaster till his last breath. When gaining Adventure as a spell book companion you gain the endurance and die hard feats and instead of a d4 hit die, your hit die becomes a d6
Fantasy - Fantasy is a sweet and loving personality, it is nice most of the time, But get on her bad side and she will page slap you so hard. When gaining Fantasy treat your level for book summoning as 1 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. When gaining Horror as a spell book companion you gain a +5 to intimidate checks and your summoned creatures gain a +2 strength and Constitution. Your summoned creatures become immune to other dominate effects and anything that would stop you from controlling them.
Book summoning: - A page master has the amazing ability to take the things people have created in books and bring them to life using the pure power of his imagination. The maximum HD for a single page summoned 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 his Pagemaster level plus double his Wisdom bonus
Book Seal - The page master has the ability to catalog all the knowledge and life story of any being into a currently held book. This ability can only be used on a creature of equal level, lower level, or of lower intelligence(The page master can by-pass these limits by getting a successful Int roll). This information writes over whatever information was inside the book perviously.
Mind Scribe - The page master can now use his own mind in substitution for a book when useing "Book Seal". The Page Masters Mind can hold up to four sets of information and one additional set every level afterwards. If the page master is at there limit they can forget one set and replace it with another.(At level 20 the page master can hold an unlimited amount)
Bonus Summoning HD - At at every four levels past third the page master gains +1 HD to his summoning HD total. allowing him to summon more powerful creatures using his book summoning skill. These bonuses stack.
Magic Item Summoning - Starting at level three a page master can summon one magical or nonmagical item from a book once a day. The item must be equal to or less than the pagemaster's caster level + Int modifier X 100 worth in gold pieces. The page master can only summon one magical item a day.
Greater Magic Item Summoning - At level 10 the pagemaster gains Greater Magic Item summoning. This works like Magic Item Summoning except the value of the summoned item must be equal or lower than the pagemaster's caster level + Int modifier X 1000 worth in gold pieces.
Immortality At level 15 a pagemaster has gained a vast amount of power. The character's immense power reverts him back to his prime, ceases aging, no longer takes on age related penalties if he had any, and can no longer die of old age.
Master Magic Item Summoning - At level 20 the pagemaster gains Master Magic Item Summoning. This works like Greater Magic Item Summoning except the value of the summoned item must be equal or lower than the pagemaster's caster level + Int modifier X 5000 worth in gold pieces.
Epic Page Master
|24th||Book summoning (colossal)|
<-number of skill points-> + Int modifier skill points per level.
Pagemaster's will: At this point a Pagemaster had become so powerful he no longer needs any documents to summon or change anything in reality, though he cannot change the past.