Multiple School Subschools (Pathfinder Alternate Class Feature)

From D&D Wiki

Jump to: navigation, search

Battle Master Subschool[edit]

Class: Any class with the Abjuration or Evocation arcane schools.

Replaces: The following powers replace Intense Spells, Force Missile, Elemental Wall, Resistance, Protective Ward, and Energy Absorption.

Mage Skin (Sp): You may activate a protective energy field equivalent to Mage Armor as a swift action that may be maintained for a number of minutes equal to your wizard level. The armor bonus initially has a +4 armor bonus and increases by +1 every five caster levels (maximum of +8 at 20th level). This effect does not stack with the Mage armor spell. This ability can be activated a number of times per day equal to 3 + your Intelligence modifier.

Force Sword (Su): You can conjure a blade of force energy equivalent to a long sword with which you are considered proficient. The sword causes 1d8 points of damage (for a medium sized caster) plus +1 additional point per four wizard levels (maximum of +5 at 20th level). Your base attack bonus is equal to your wizard level while wielding this weapon and it is treated as magical and incorporeal creatures gain no additional benefits while being attacked with this weapon. Creating the sword requires a standard action and it may be maintained for a number of rounds equal to your wizard level but if you drop or lose your grip on the sword it automatically vanishes. This ability can be activated a number of times per day equal to 3 + your Intelligence modifier.

Force Wall (Sp): You can create a Force Wall as a standard action 3 + your Intelligence modifier per day beginning at 8th level. The range, duration, and effect are identical to the wall of force spell, but no material component is required.


Source Advancing with Class: Wizard from The Knotty-Works




Eldritch Summoning Subschool[edit]

Class: Any class with the Conjuration or Transmutation arcane schools.

Replaces: The following powers replace Acid Dart, Dimensional Steps, Physical Enhancement, Telekinetic Fist, and Change Shape.

Retained: Summoner’s Charm from the School of Conjuration.

Summoners Blessing (Su): Your summoning spells are always augmented as if the caster has the Augment Summoning feat, granting a +4 bonus to the summoned creature’s Strength and Constitution score. If you have the Augment Summoning feat, the bonus is increased to +6.

Expanded Summoning (Su): At 8th level you may either double the number of creatures summoned or select a creature from the next highest summoned monster list (maximum of 9th level). You may use this ability a number of times per day equal to 3 + your Intelligence modifier.


Source Advancing with Class: Wizard from The Knotty-Works




Mindbender Subschool[edit]

Class: Any class with the Enchantment or Illusion arcane schools.

Replaces: The following powers replace Enchanting Smile, Dazing Touch, Aura of Despair, Extended Illusions, Blinding Ray, and Invisibility Field.

Hypnotic Ray (Sp): You can fire a ray of radiant colors at any opponent within 30 ft. The opponent must make a Will saving throw or become fascinated or distracted for 1 round. The DC is 10 + your Intelligence modifier. If the opponent has more HD than your caster level, it becomes distracted for 1 round and may only make a move action. If the opponent has less or equal HD to your caster level, it will become fascinated for 1 round and will do nothing. You may use this ability a number of times per day equal to 3 + your Intelligence modifier. This ability has no effect on sightless creatures.

Bolstered Hypnosis (Su): Any spell that has a fascination effect may affect an additional number of HD equal to 1/2 your caster level (minimum of +1 HD). If the spell effects creatures with specific HD, this effect instead doubles the effective HD range.

Aura of Fascination (Su): At 8th level you may radiate an aura of fascination within 30 ft. for a total number of rounds per day equal to your class level. All living creatures within range of the caster must make a Will save with a DC equal to10 + 1/2 the caster’s class level and Intelligence modifier. Any creature that fails the Will save will become fascinated while the aura is in effect.


Source Advancing with Class: Wizard from The Knotty-Works




Temporal Manipulation Subschool[edit]

Class: Any class with the Foresight or Teleportation arcane subschools.

Replaces: The following powers replace Forewarned, Foretell, Summoner’s Charm, and Dimensional Steps,

Retained: Prescience from Foresight and Shift from Teleportation.

Step Backwards (Su): At 8th level as an immediate action you may completely relive your past action as long as it takes place before the beginning of your next turn. All effects related to your last action are instantly removed, including effects that may have been indirectly related to your action (at the game master’s discretion). You may then take any actions to replace those taken since the beginning of your last turn. At 12th level you may use this action to instantly teleport up to 100 feet away as part of your last action as a free action. You may use this power a number of times per day equal to 3 + your Intelligence modifier.


Source Advancing with Class: Wizard from The Knotty-Works




Vermin Subschool[edit]

Class: Any class with the Enchantment, Transmutation arcane schools.

Replaces: The following powers replace Enchanting Smile, Dazing Touch, Aura of Despair, Physical Enhancement, Telekinetic Fist, and Change Shape.

Enhance Vermin (Su): You can grant a +1 bonus to the physical ability score of a vermin creature (or swarm of like creatures) with a duration of 1 minute/caster level as a swift action. Only one vermin may be enhanced at one time and the bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level.

Charm Vermin (Sp): You can charm one vermin creature (or swarm) as a ranged touch attack with an effective range of 30 ft. The effect allows the target to make a Will save with a DC equal to 10 + 1/2 your caster level. The effect lasts for a number of rounds equal to your caster level and may be used a number of times per day equal to 3 + your Intelligence modifier. You may only have one charmed vermin at a time, using this ability on another vermin while current maintaining a charmed vermin automatically cancels the effect on the first vermin creature.

Vermin Form (Sp): You can assume the shape of a small or medium vermin as the Vermin Shape I spell at 8th level. You can do this for a total number of rounds per day equal to your caster level and they need not be consecutive. Conversion to a vermin form is a standard action and the round of the transformation does not count against the total number of rounds per day. Transforming back to your normal form is a swift action. The effect is treated as the Vermin Shape II spell beginning at 12th level.


Source Advancing with Class: Wizard from The Knotty-Works



Back to Main PagePathfinder HomebrewCharacter OptionsAlternate Class Features

Home of user-generated,
homebrew pages!


Advertisements: