Pagemaster (3.5e Class)

From D&D Wiki

(Redirected from PageMaster (3.5e Class))
Jump to: navigation, search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: New Ownership– other Improving, reviewing, or removing templates may be required.

You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Features need to be designated Sp, Su or Ex

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


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[edit]

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.

Alignment: Any.

Starting Gold: 3d4x10 gp. (Average 75 gp.)

Starting Age: Moderate

Table: The Pagemaster

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Spell Book Companion, Imagination 2 1
2nd +1 +0 +0 +3 Book Seal 2 2
3rd +1 +1 +1 +3 Magic Item Summoning 2 2 1
4th +2 +1 +1 +4 Mind Scribe 3 2 2
5th +2 +1 +1 +4 Mind Seal 3 3 2
6th +3 +2 +2 +5 Power of Imagination 3 3 2 1
7th +3 +2 +2 +5 Extent of Imagination 3 3 3 2
8th +4 +2 +2 +6 3 3 3 2 1
9th +4 +3 +3 +6 4 3 3 2 2
10th +5 +3 +3 +7 Greater Magic Item Summoning, Power of Imagination +1 4 4 3 3 2 1
11th +5 +3 +3 +7 Extent of Imagination +1 4 4 3 3 2 2
12th +6/+1 +4 +4 +8 Love of Stories 4 4 4 3 3 2 1
13th +6/+1 +4 +4 +8 4 4 4 3 3 2 2
14th +7/+2 +4 +4 +9 Power of Imagination +1 4 4 4 3 3 3 2 1
15th +7/+2 +5 +5 +9 Extent of Imagination +1, Immortality 4 4 4 4 3 3 2 2 1
16th +8/+3 +5 +5 +10 4 4 4 4 3 3 3 2 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 3 3 2 2 1
18th +9/+4 +6 +6 +11 Power of Imagination +1 4 4 4 4 4 3 3 3 2 2
19th +9/+4 +6 +6 +11 Extent of Imagination +1 4 4 4 4 4 4 3 3 3 2
20th +10/+5 +6 +6 +12 Master Magic Item Summoning 4 4 4 4 4 4 3 3 3 2

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Listen (Wis), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Spot (Wis).

Class Features[edit]

All of the following are class features of the pagemaster.

Weapon and Armor Proficiency: Pagemasters are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. 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[edit]


0-level spellsArcane Mark, Detect Magic, Detect Poison, Guidance, Ghost Sound, Light, Mending, Prestidigitation, Read Magic, Resistance, Summon Book (As Summon Instrument, the Book being Summoned must have been previously read by the pagemaster)

1st-level spellsComprehend Languages, Deathwatch, Detect Animals or Plants, Detect Chaos/Evil/Good/Law, Detect Secret Doors, Detect Snares and Pits, Detect Undead, Disguise Self, Endure Elements, Hide from Undead, Identify, Mage Armor, Protection from Chaos/Evil/Good/Law, Sanctuary, Silent Image.

2nd-level spellsAugury, Detect Thoughts, Find Traps, Knock, Locate Object, Magic Mouth, Minor Image, Obscure Object, Resist Energy, See Invisibility, Status, Undetectable Alignment.

3rd-level spellsArcane Sight, Clairaudience/Clairvoyance, Dispel Magic, Illusory Script, Magic Circle against Chaos/Evil/Good/Law, Major Image, Nondetection, Protection from Energy, Remove Curse, Remove Disease, Speak with Dead, Speak with Plants, Tongues.

4th-level spellsArcane Eye, Death Ward, Detect Scrying, Dimensional Anchor, Discern Lies, Dismissal, Divination, Glibness, Hallucinatory Terrain, Illusory Wall, Lesser Globe of Invulnerability, Locate Creature, Sending, Scrying.

5th-level spellsAnalyze Dweomer, Commune, Commune with Nature, Contact Other Plane, Dispel Chaos/Evil/Good/Law, Legend Lore, Mirage Arcana, Permanency, Plane Shift, Prying Eyes, Telepathic Bond, True Seeing

6th-level spellsAnimate Objects, Atonement, Banishment, Break Enchantment, Find the Path, Forbiddance, Globe of Invulnerability, Greater Dispel Magic, Persistent Image, Stone Tell, Word of Recall.

7th-level spellsAntimagic Field, Ethereal Jaunt, Greater Arcane Sight, Greater Scrying, Limited Wish, Permanent Image, Programmed Image, Refuge, Repulsion, Sequester, Shadow Walk, Veil, Vision.

8th-level spellsDimensional Lock, Discern Location, Foresight, Greater Prying Eyes, Mind Blank, Moment of Prescience, Project Image.

9th-level spellsAstral Projection, Etherealness, Gate, Mage's Disjunction, Phenomenon Rejection, Screen, Wish.

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. Upon Character Creation, the Spell Book Companion contains one creature the pagemaster is currently able to summon through Imagination (This creature may be any creature approved by your DM, and must follow the rules of Imagination), and every spell the pagemaster may cast (As the pagemaster levels up, the companion grows new pages with the spells available). During character creation, the pagemaster may spend their gold to obtain additional creatures which are kept in the companion (20 gold pieces per HD the creature has). There are Three Spell Book Companions with different benefits (The Spell Book Companion Type must be chosen at the time of creation). 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 a ritual (Materials cost 30 gp. per pagemaster level, and the ritual has an experience cost of 100 experience per pagemaster level); 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 gains +1 hp per level from then on, as if they had +1 Constitution Modifier (Though they do not).

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.

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 Imaginated Creature also retains its Feats (If using a Custom Monster, Monsters gain one Feat when their HD is 1, and another Feat for every time their HD number reaches a number divisible by 3). If the summoned creature is large enough to carry the pagemaster (A Human summons a Horse), only the pagemaster may ride the creature (With their possessions. Another PC may never be counted as a pagemaster's possession for the purposes of this). The Summoned Creature lasts until killed or dispelled. The maximum HD for a single Imaginated Creature is equal to the pagemaster's pagemaster level. The maximum amount of HD of page summoned creatures a pagemaster can have summoned at one time 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 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 (This damage does not occur if the target was willing).

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 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). If the item created is nonmagical, and has a market price equal to or lower than the pagemaster's level + Int Modifier in Silver, it is permanent and real. Items created with this ability may never be used as Spell Components or Foci (If this is ever attempted, the item withers away to dust, and the spell fails).

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 double their pagemaster level in sets.)

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 (Magically or otherwise) 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 1,000 gp. The ritual's Experience Cost is equal to the Material Component Gold Cost divided by 25. 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 (For every HD increase, the HD is rolled by the pagemaster and added to the True Creature's Health). As the True Creature's HD increases, refer to the Monster Manual for rules of Improving Monsters. 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. However, now that they are a "True Creature," this means they require nourishment and sleep as the normal creature would (Thus, if the creature is a Construct, it does not require nourishment or sleep). As a True Creature advances its HD, it gains one Feat every time its number of HD reaches a number divisible by 3. The pagemaster may supply their True Creature with equipment (Any equipment carried by a True Creature when it is desummoned or dies will disappear with the creature, and return when the creature is summoned again). If this True Creature is a Humanoid, the pagemaster chooses the Class that the Humanoid levels in (Whenever it has "Advancement: By Class Level"). In this case, the True Creature also has more free will than other True Creatures, and might not follow the orders of the pagemaster, unless their goals coincide. If the Humanoid True Creature dies, or is desummoned, it may not be summoned again for a number of days equal to its HD.

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 may be used up to 5 times per day.

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 1000 worth in gold pieces. In addition, if the item created is nonmagical, and has a market price equal to or lower than the pagemaster's level + Int Modifier in gold pieces, it is now permanent and real. Items created with this ability are not meant to be used as spell components or foci (If this is ever attempted, there is a 5% chance for the spell to succeed, and a 95% chance the spell fails).

Epic Pagemaster[edit]

The Epic Pagemaster Hit Die: d4
Level Special
21st Pagemaster's Will
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[edit]

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.

Skill Ranks Ability Armor
Decipher Script 4 Int
Gather Information 4 Cha
Knowledge (Arcana) 4 Int
Knowledge (Nature) 4 Int
Listen 4 Wis
Search 4 Int
Sense Motive 4 Wis
Spellcraft 4 Int
Spot 4 Wis

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.

Campaign Information[edit]

Playing a Pagemaster[edit]

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[edit]

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.

Pagemaster Lore[edit]

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.

Knowledge (History)
DC Result
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[edit]

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.

Personal tools
Home of user-generated,
homebrew, pages!
admin area
Terms and Conditions for Non-Human Visitors