Wizard

Alignment: any

Hit Die
: d6 (d8 for Athamé Implement Wizards)

Class Skills

Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier



Fort Ref Will
Level Base Attack Bonus Save Save Save Special Abilities
1st +0 +0 +0 +2 Arcane Implement, Bonus Feat, Cantrips, Spell Energy
2nd +1 +0 +0 +3 Distinct Voice
3rd +1 +1 +1 +3 Bonus Feat
4th +2 +1 +1 +4 Familiarity With Magic
5th +2 +1 +1 +4
6th +3 +2 +2 +5 Bonus Feat
7th +3 +2 +2 +5 Constituent Colleague
8th +4 +2 +2 +6
9th +4 +3 +3 +6 Bonus Feat
10th +5 +3 +3 +7 Disdain Need
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8 Bonus Feat
13th +6/+1 +4 +4 +8 Constituent Colleague
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9 Bonus Feat
16th +8/+3 +5 +5 +10 Eldritch Acumen
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11 Bonus Feat
19th +9/+4 +6 +6 +11 Name of Power
20th +10/+5 +6 +6 +12 Spectral Sanguine

Class Features

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with the wizard’s movements, which can cause her spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10 of the Pathfinder Core Rulebook. A wizard must choose and prepare her spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is shown above on her class progression table. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3).

A wizard may know any number of spells. She must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Spells Per Day
Level1st 2nd 3rd 4th 5th 6th 7th8th9th
1st 1
- - - - - - - -
2nd 2
- - - - - - - -
3rd 2
1 - - - - - - -
4th 3
2
- - - - - - -
5th 3
2
1
- - - - - -
6th 3
3
2
- - - - - -
7th 4
3
2
1 - - - - -
8th 4
3
3
2
- - - - -
9th 4
4
3
2
1
- - - -
10th 4
4
3
3
2
- - - -
11th 4
4
4
3
2
1 - - -
12th 4
4
4
3
3
2
- - -
13th 4
4
4
4
3
2
1 - -
14th 4
4
4
4
3
3
2 - -
15th 4
4
4
4
4
3
2 1 -
16th 4
4
4
4
4
3
3 2 -
17th 4
4
4
4
4
4
3 2 1
18th 4
4
4
4
4
4
3 3 2
19th 4
4
4
4
4
4
4 3 3
20th 4
4
4
4
4
4
4 4 4

Bonus Languages: Wizards may substitute Draconic for one of the bonus languages available to her due to her extensive study of all things arcane.

Arcane Implement: Wizards have one of four choices for the type of implement they use or wield; an athamé, an orb or a wand. The benefits of each type of implement are different enough for the style of wizard one wants to play.

If wanting able to deliver melee attacks and inflict spells on your opponents with a blade is your interest then the athamé is your preferred implement.

If reconnaissance, buffing the party and helping to level the playing field against opponents is your interest then the orb is your preferred implement.

If being able to let off spells with and with minimum hassle is your interest then the wand is your preferred implement.

For all the pertinent details about arcane implements, see below.

Bonus Feat: At 1st, 3rd, 6th, 9th, 12th, 15th, and 18th level the wizard gains a bonus feat. At each such opportunity, she can choose a magic feat, a metamagic feat, an item creation feat or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.

First level wizards usually get the most benefit out of the Craft Arcanum Crystal or Scribe Scroll feats.

Cantrips: All wizards can utilize the most basic of all magical spells. Any 0th level spell is known as a cantrip. The wizard can use and re-use cantrips as often as she wishes, with almost no limit; each cantrip requires the wizard to expend one point of spell energy.

Wizards know all cantrips automatically and never need to study them in order to peruse them.

Spell Energy: The wizard receives a pool of spell energy in which she uses to employ cantrips and apply metamagic enhancements to her spells. The amount of spell energy she has is equal to her character level plus her caster level times two plus her Intelligence modifier +2. As the wizard increases in level so too does her spell energy pool using the aforementioned formula.

Distinct Voice (Su): If she wishes, anyone within 60 feet can hear the wizard, regardless of noise around her, even when whispering. Each level gained after 1st adds an additional 10 feet to the range of this ability.

Familiarity With Magic (Ex): At 4th level the wizard gains a +2 competence bonus to all saving throws against spells, spell-like and supernatural abilities (including magic items). Further, she gains a +2 competence bonus to Armor Class against spells requiring attack rolls.

Constituent Colleague (Su): At 7th level the wizard gains the aid of a nearly invisible minor magical creature called a vortex. The creature takes the form of a Small air elemental, except that it deals only force damage, not air damage. If it is slain, a new vortex appears at midnight the next day.

At 13th level the wizards vortex increases to medium size.

Disdain Need (Su): At 10th level the wizard no longer needs to eat or drink. She gets all her nourishment from magic.

Eldritch Acumen (Su): At 16th level the wizard can see magical auras. She can distinguish if a creature has the ability to cast spells or utilize spell-like abilities or if an item has inherent magical power just by looking at them. No further information is given, however a detect magic or identify spell always reveals more information.

Name of Power (Su): At 19th level the wizard becomes aware when anyone speaks her name (referring specifically to her). She knows when it happens, learns the name of the speaker and hears the rest of the sentence to its completion.

Spectral Sanguine (Su): At 20th level your body and soul are completely saturated with pure arcane energy. When wounded, you bleed energy rather than fluid. You are immune to poison and disease as well as effects that prey upon your blood (such as a vampire’s blood drain ability or the wounding ability of certain magic weapons). In addition, you gain Otherworldly as a bonus feat. If you already have Otherworldly you may choose any one other feat that has Otherworldly as a prerequisite including Heritage feats that normally require the character to be 1st level.

Constituent Colleagues (aka Vortexes)

A constituent colleague, commonly referred to as a Vortex, is an air elemental that provides aid for the wizard. Vortexes that serve wizards do not have their statistics changed in any way. If the vortex is killed or lost a new one appears to serve that wizard when midnight rolls around.

Many wizards use their vortexes to carry equipment, open doors,  and deliver messages as well as other menial tasks they may think are beneath them. As the wizard increases in level the vortex remains unchanged until 13th level; at this point the wizards vortex increases its size category to medium.

The wizards' vortex always deals force damage instead of air damage.

The statistics for small and medium air elementals appear in the Pathfinder Bestiary.

Arcane Implements

Wizards are defined by the implement they carry or use and aids them in their study of magic. An implement looks ordinary for its type and is indistinguishable from magic items of the same shape until deployed or used. Each implement grants different special abilities to the wizard.

Implements can be created or repaired provided the wizard has access to a laboratory, raw materials and sufficient time.

To repair an implement the wizard needs raw materials costing half the amount required to create it and must spend one minute repairing the item equal to the sum of the amount of hardness to be restored and the amount of hit points to be restored.

Arcane implements that have suffered damage are restored to full hit points the next time the wizard prepares her spells. Wizards that have their implement destroyed can create a bond with an implement they find in their journeys or create a new one in order to gain the benefits associated with the implement type they have selected.

Implement Basics

Armor Class: The orb is the only implement that has natural armor. Instead of rolling against its hardness to damage it the attacker needs to make a standard attack roll against it as if it were a creature. Orbs have a +2 natural armor bonus when the wizard is 1st level. For every two levels gained thereafter the orbs natural armor bonus increases by an additional +2.

Hardness & Hit Points: All implements have hardness and hit points, which are standard for the type of material used to create it. The exception is the orb implement.

Orbs are typically made from glass but are enchanted to be able to withstand shattering that glass is usually susceptible to; they start with a hardness of 10 and 30 hit points. An orb is typically one inch in diameter. At higher levels the wizard can create new orbs out of tougher material (adamantine, mithral, etc.) and its hit points are standard for the material it is made from (see Table 7-13 in the Pathfinder Core Rulebook) for every inch in diameter that it has.

In addition the orb gains additional hit points as the wizard increases in level; +4 hit points for every two levels gained after 1st.

Athamé Special Abilities

Bonus
Class Level Base Attack Bonus Feats Special
1st +0 Athamé Bond
2nd +1 Summon Athamé
3rd +2 Arcane channeling
4th +3 Spell Power +1
5th +3 1st
6th +4
7th +5 Spell Power +2
8th +6/+1
9th +6/+1
10th +7/+2 Spell Power +3
11th +8/+3 2nd
12th +9/+4
13th +9/+4 Spell Power +4
14th +10/+5
15th +11/+6/+1 Arcane Channeling (Full Attack)
16th +12/+7/+2 Spell Power +5
17th +12/+7/+2 3rd
18th +13/+8/+3
19th +14/+9/+4
20th +15/+10/+5

Athamé Abilities

Base Attack Bonus: Wizards that choose the athamé as their arcane implement are more martial minded wizards and enjoy having a higher base attack bonus than wizards with the orb or wand implements.

Bonus Feats: At 5th, 11th and 17th level wizard gains one additional feat; the bonus feats indicated on her athamé special ability table are in addition to the bonus feats the wizard gets at the indicated class levels on the class progression table. Whenever the wizard gains a bonus feat (whether it be a class bonus feat or an athamé bonus feat) she can choose a magic feat, a metamagic feat, an item creation feat, Arcane Armor Training, Arcane Armor Mastery, Combat Casting, Light Armor Proficiency, Medium Armor Proficiency or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.

Athamé Bond: Select one bladed weapon that you are proficient with. You are automatically focused (as per the feat Weapon Focus) with it. In addition the athamé becomes a physical extension of your soul. You may use your Intelligence score rather than your Strength score to modify your attacks and damage with your athamé; consider your Intelligence modifier your Strength modifier for these purposes. For example, you still gain 1.5 times your Intelligence modifier to damage if your athamé is a two-handed blade. You do not gain the bonus for Strength and Intelligence modifier when using your bonded athamé. You gain the benefits of only one of them, and you may switch between the two as a free action.

Summon Athamé: A 2nd level the wizard is able to summon her athamé to her hands. In order for this ability to work, the athamé must be on the same plane as the wizard and must be unattended. If the athamé is attended (in use or being held by another creature), the creature attending it may make a Will save (DC 15 + the wizards level) in order to keep it in their possession.

Arcane Channeling: Beginning at 3rd level, you can use a standard action to cast any touch spell and deliver your spell through your athamé with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

At 15th level you can cast any touch spell you know as part of a full attack action and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than one round.

Spell Power: Starting at 4th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack you gain a +1 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. The bonus increases by +1 at 7th level and every three levels thereafter to a maximum of a +5 bonus at 16th level.

Orb Special Abilities

Intelligence
Class Level Armor Hit Points Adjustment Movement Special
1-2 +0 +0 +0 30 ft. Mobile, Personality, Sighted
3-4 +2 +4 +1 40 ft. Dual Manifestation, Ray
5-6 +4 +8 +2 50 ft. Telepathic Sensory Link
7-8 +6 +12 +3 60 ft.
9-10 +8 +16 +4 70 ft. Flight
11-12 +10 +20 +5 80 ft. Speech
13-14 +12 +24 +6 90 ft.
15-16 +14 +28 +7 100 ft. Spell Resistance
17-18 +16 +32 +8 110 ft.
19-20 +18 +36 +9 120 ft.

Orb Abilities

Intelligence Adjustment: Orbs are created to perceive and understand the world around them. They start out with an Intelligence score of 3 and as the wizard increases in level, her orb becomes more intelligent and capable of relaying emotions, thoughts and information; when the wizard reaches 3rd level and every two levels thereafter her orb gains a +1 Intelligence bonus.

Mobile/Move Rate: The orb can move at the whim of the wizard; it pretty much acts like a reconnaissance drone, scouting ahead and relaying information back to the wizard.

At first level the wizards orb can sprout four spider-like legs and it can move and climb as quickly as the designated movement rate. When the wizard reaches 9th level her orb gains the ability to fly at designated movement rate with average maneuverability. The orb is treated as if it has a number of ranks in the climb and fly skills equal to the wizards' class level and is considered trained in these skills.

If the wizard has a swim speed the orb can swim at the designated move rate, is treated as if it has a number of ranks in the swim skill equal to the wizards' class level and is likewise considered trained in the skill. Otherwise if the orb is forced to swim by a wizard that doesn't have a swim speed, it swims at half its normal move rate, is treated as if it has a number of ranks in the swim skill equal to half the wizards' class level (minimum 1 rank) and is likewise considered untrained in the skill.

Personality: All orbs are created with a minimum of intelligence and sapience and with that comes a personality. This personality grants a bonus to the wizard depending on the type the wizard chooses for it.

Personality Benefit
Ace +3 bonus on Fly checks
Adventurous +3 bonus on Survival checks
Analyst +3 bonus on Appraise checks
Artiste +3 bonus on one Craft skill the wizard already knows; once chosen this does not vary.
Bluejacket +2 bonus on Climb & Swim checks
Bookworm +3 bonus on Linguistics checks
Bully +3 bonus on Intimidate checks
Childish +3 bonus on Disguise checks
Conceited +3 bonus on one Profession skill the wizard already knows; once chosen this does not vary.
Coward +3 bonus on Stealth checks
Critic +3 bonus on one Perform skill the wizard already knows; once chosen this does not vary.
Drifter +2 bonus on Handle Animal & Ride checks
Egghead +3 bonus on one Knowledge skill the wizard already knows; once chosen this does not vary.
Esoteric +2 bonus on Spellcraft & Use Magic Device checks
Fiddler +2 bonus on Disable Device & Escape Artist checks
Friendly +3 bonus on Diplomacy checks
Hero +2 bonus on Fortitude saves
Liar +3 bonus on Bluff checks
Mender +3 bonus on Heal checks
Meticulous +3 bonus on Perception checks
Prankster +3 bonus on Sleight of Hand checks
Nimble +2 bonus on Reflex saves
Poised +3 bonus on Acrobatics checks
Resolved +2 bonus on Will saves
Single Minded +2 bonus on Concentration checks
Sympathetic +3 bonus on Sense Motive checks

Sighted: Although it has no physical sensory organs, an orb can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though an orb still can’t discern invisible or ethereal beings. An orb's sighted range is 40 feet and can 'see' in 360O.

The orb can record up to 1 minutes (10 rounds) worth of sensory input per class level of the wizard. Upon returning to the wizard's side or at any other time the wizard desires, the orb can play back the stored information. The wizard can select portions of or an entire recording to delete to make room for more information.

Dual Manifestation: At the wizard's option, she can have any spell (but not any spell-like ability) she casts on herself also affect her orb. The orb must be within 5 feet of her at the time of the casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the orb if the distance between the wizard and her orb exceeds the orbs move rate.

Additionally, the wizard can cast a spell with a target of "You" on her orb (as a touch range power) instead of on herself.

Ray: When the wizard reaches 3rd level, she can use her orb to deliver touch spells for her. If the wizard and her orb are in contact at the time the owner casts a touch spell, she can designate her orb as the “toucher.” The orb can then deliver the spell as a ranged touch spell to any creature the wizard has designated by way of a ray so long as the distance between the wizard and the targeted creature does not exceed the orbs move rate.

Telepathic Sensory Link: The wizard can establish and relinquish a telepathic link with her orb. The maximum distance that this link works is out to a distance of up to 1 mile. The owner can see through the orb's senses as if the orb and the two of them can communicate telepathically, allowing the wizard to exert control over the orb commanding it to take certain actions. For instance, an orb placed in a distant room could relay the activities occurring in that room if the wizard has established the link.

Because of the telepathic sensory link between an orb and the wizard, the wizard has the same connection to an item or place that the orb does. For instance, if her orb has seen a room, the owner can teleport into that room as if she has seen it too.

Speech: At 11th level, the wizard's orb gains the ability to speak for itself. The orb can speak the wizards base racial language plus an additional number of languages equal to its Intelligence modifier, but must choose from those among those that the wizard can speak. The wizard can choose the pitch, tone and gender of the orbs voice.

Spell Resistance: At 15th level her orb gains spell resistance equal to the wizards class level +5. To affect the orb with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the orb’s spell resistance.

Wand Special Abilities

Class Level Bonus Feats Spell Energy Special
1-2 +4 Mitigate Components, Recall Wand
3-4 +4 Ranged Touch Spell
5-6 1st +4 Improved Mitigate Components
7-8 +4
9-10 +4 Greater Mitigate Components
11-12 2nd +4
13-14 +4
15-16 +4 Superior Mitigate Components
17-18 3rd +4
19-20 +4

Wand Abilities

Bonus Feats: At 1st, 9th and 17th level wizard gains one additional feat; the bonus feats indicated on her wand special ability table are in addition to the bonus feats the wizard gets at the indicated class levels on the class progression table. Whenever the wizard gains a bonus feat (whether it be a class bonus feat or an wand bonus feat) she can choose a magic feat, a metamagic feat, an item creation feat, Spell Mastery or Spell Pool Reservoir. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.

Spell Energy: At 1st level and every two levels thereafter wizards with wand implements gain an additional +4 spell energy. This effect is cumulative.

Mitigate Components: At 1st level the wizard gains Eschew Materials as a bonus feat. In addition, whenever the wizard casts a spell that has a focus and/or a material component with a gold piece cost, she may expend spell energy instead of providing the focus and/or material component. The amount of spell energy the wizard must expend is equal to the gold piece value of the material component divided by one-eighths (.125). The use of this feature cannot reduce the spell energy cost of a spell to less than 1. A wizard without her wand loses this ability.

Recall Wand: A 1st level the wizard is able to recall her wand to her hands. In order for this ability to work, the wand must be on the same plane as the wizard and must be unattended. If the wand is attended (in use or being held by another creature), the creature attending it may make a Will save (DC 15 + the wizards level) in order to keep it in their possession.

Ranged Touch Spell: When the wizard reaches 3rd level, she can cast touch spells through her wand, using it as the “toucher.” The wand delivers the spell as a ranged touch spell to any creature the wizard has designated by way of a ray so long as the distance between the wizard and the targeted creature does not exceed the wizards base speed plus ten feet for every two class levels beyond first (to a maximum of +90 at 19th level).

Improved Mitigate Components: The wizard pays less spell energy to cast a spell without the designated focus and/or material component. The required amount of spell energy is equal to the gold piece value of the focus and/or material component divided by one-quarter (.25). The use of this feature cannot reduce the spell energy cost of a spell to less than 1. A wizard without her wand loses this ability.

Greater Mitigate Components: The wizard pays even less spell energy to cast a spell without the designated focus and/or material component. The required amount of spell energy is equal to the gold piece value of the focus and/or material component divided by three-eighths (.375). The use of this feature cannot reduce the spell energy cost of a spell to less than 1. A wizard without her wand loses this ability.

Superior Mitigate Components: The wizard is a master of using spell energy to cast spells without the designated focus and/or material component. The required amount of spell energy is equal to the gold piece value of the focus and/or material component divided by half (.5). The use of this feature cannot reduce the spell energy cost of a spell to less than 1. A wizard without her wand loses this ability.