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Wand Master

1 1 1 1 1 1 1 1 1 1 Rating 4.26 (19 Votes)

An arcane caster that uses his wand to rain destruction.

Hit Die: d8

Alignment: Any

Starting Gold: 3d6 x 10 gp (105 gp)

Class Skills

Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int),Stealth(dex), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier

LevelBase AttackFortRefWillSpecial Abilities
1st +0 +0 +0 +2 Wandlore, Gain Wand, Arcane Shot +1d6, Cantrips, Scribe Scroll
2nd +1 +0 +0 +3 Arcane Knack +1
3rd +2 +1 +1 +3 Brew Potion
4th +3 +1 +1 +4 Arcane Knack +2, Arcane Shot +2d6
5th +3 +1 +1 +4 Craft Wondrous Item
6th +4 +2 +2 +5 Arcane Knack +3, Nonverbal Spells
7th +5 +2 +2 +5 Arcane Shot +3d6, Craft Wondrous Arms and Armor
8th +6/+1 +2 +2 +6 Arcane Knack +4, Expanded Repertoire
9th +6/+1 +3 +3 +6 Forge Ring
10th +7/+2 +3 +3 +7 Arcane Shot +4d6, Arcane Knack +5
11th +8/+3 +3 +3 +7 Craft Rod, Wand Mastery
12th +9/+4 +4 +4 +8 Arcane Knack +6
13th +9/+4 +4 +4 +8 Arcane Shot +5d6, Craft Staff
14th +10/+5 +4 +4 +9 Arcane Knack +7, Dispelling Slash
15th +11/+6/+1 +5 +5 +9 Craft Construct
16th +12/+7/+2 +5 +5 +10 Arcane Shot +6d6, Arcane Knack +8
17th +12/+7/+2 +5 +5 +10 Wandless Magic
18th +13/+8/+3 +6 +6 +11 Arcane Knack +9
19th +14/+9/+4 +6 +6 +11 Arcane Shot +7d6, Dual Fire
20th +15/+10/+5 +6 +6 +12 Master of The Wand

 

Class Features

Weapon and Armor Proficiency:  A Wand Master is proficient with all simple weapons. Wand Masters are also proficient with light armor and shields (except tower shields). A Wand Master can cast Wand Master spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Wand Master wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass Wand Master still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells:  A Wand Master casts arcane spells, which are drawn from the Wand Master spell list. He can cast any spell he knows without preparing it ahead of time. Every Wand Master spell has a somatic component. To learn or cast a spell, a Wand Master must have a Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Wand Master’s spell is 10 + the spell level + the Wand Master’s Intelligence modifier.

Like other spellcasters, a Wand Master can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Wand Master. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: Wand Master Spells Known indicates that the Wand Master gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
The Wand Master’s selection of spells is extremely limited. A Wand Master begins play knowing four 0-level spells of your choice. At most new Wand Master levels, he gains one or more new spells, as indicated on Table: Wand Master Spells Known. (Unlike spells per day, the number of spells a Wand Master knows is not affected by his Intelligence score; the numbers on Table: Wand Master Spells Known are fixed.)

Upon reaching 5th level, and at every third Wand Master level after that (8th, 11th, and so on), a Wand Master can choose to learn a new spell in place of one he already knows. In effect, the Wand Master “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Wand Master spell the Wand Master can cast. A Wand Master may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a Wand Master need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips (Sp): Wand Masters learn a number of cantrips, or 0-level spells, as noted on Table: Wand Master Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

 Spells Per DaySpells Known
Level1st2nd3rd4th5th6th01st2nd3rd4th5th6th
1st 1 - - - - - 4 2 - - - - -
2nd 2 - - - - - 5 4 - - - - -
3rd 3 - - - - - 6 4 - - - - -
4th 3 1 - - - - 6 4 2 - - - -
5th 4 2 - - - - 6 4 3 - - - -
6th 4 3 - - - - 6 4 4 - - - -
7th 4 3 1 - - - 6 5 4 2 - - -
8th 4 4 2 - - - 6 5 4 3 - - -
9th 5 4 3 - - - 6 5 4 4 - - -
10th 5 4 3 1 - - 6 5 5 4 2 - -
11th 5 4 4 2 - - 6 6 5 4 3 - -
12th 5 5 4 3 - - 6 6 5 4 4 - -
13th 5 5 4 3 1 - 6 6 5 5 4 2 -
14th 5 5 4 4 2 - 6 6 6 5 4 3 -
15th 5 5 5 4 3 - 6 6 6 5 4 4 -
16th 5 5 5 4 3 1 6 6 6 5 5 4 2
17th 5 5 5 4 4 2 6 6 6 6 5 4 3
18th 5 5 5 5 4 3 6 6 6 6 5 4 4
19th 5 5 5 5 5 4 6 6 6 6 5 5 4
20th 5 5 5 5 5 5 6 6 6 6 6 5 5


Arcane Shot (Ex): Wand Masters gain the ability to channel pure Arcane energy through their wands, this attack does 1d6 per 3 caster levels, the Wand Master possesses, the attack is made by making a ranged touch attack (range 30 feet +5 feet per 2 caster levels). A Wand Master can use this ability a number of times a day equal to his Wand Master level + his Intelligence Modifier. This ability functions as a weapon attack, and therefore can benifit from the effects of things such as a flaming weapon enchantment.

Wandlore: A Wand Master Cannot cast spells without a wand. When wielding a wand the range of all spells greater then close range, become close range ray touch attacks, which gain the full effects of the spell upon reaching the target. (example when casting fireball you select your target, make a ranged touch attack, and upon success the spell erupts causing the effect on the target.)

Gain Wand: At 1st level, a Wand Master gains one wand. His starting wand is battered, and only he knows how to use it properly. All other creatures treat his wand as if it had the broken condition. If the wand already has the broken condition, it does not work at all for anyone else trying to use it. This starting wand can only be sold for scrap (it’s worth 2d10 gp when sold.) This wand grants the wielder a +2 dc on spells of a specific school, this choice cannot be changed once made. A Wand Master can create a new wand with 24 hours of work, and material components costing 200 gp, this wand retains the dc on spells that the previous one had.

Item Creation Bonus Feat:  A Wand Master gains a bonus feat every odd level, from the item creation feats.

Arcane Knack (Su):  A Wand Master gains a bonus to damage with his wands Arcane blast, Knowledge Arcana, Spellcraft, and Use Magic Device checks. Which increases every other level by one.

Nonverbal Spells (Sp):  A Wand Master of 6th level or higher gains the ability to cast spells nonverbally, (3 times a day + your intelligence modifier) you can select one of your spells to be effected by the Silent Spell feat without increasing the spells overall level.

Expanded Repertoire (Su):  At 8th level and every four levels thereafter, a Wand Master can add one spell to his spells known from the spell list of any arcane spell-casting class. The spell must be of a level he can cast.

Wand Mastery (Sp):  This ability gives the Wand Master the ability to save spell energy in wands other then his usual weapon, when casting a wand with charges, roll percentiles, on a success of 51% or more, retain the charge that would have been expended.

Dispelling Slash (Ex):  At 14th level or higher a Wand Master can make an immediete action to dispel a magical effect being targeted at him as per the dispel magic spell, this ability functions 1 time a day.

Wandless Magic (Ex): At 17th level, a Wand Master can cast spells without a wand these spells function with a -4 dc to resist their effects.

Dual Fire (Ex): At 19th level, a Wand Master one per day can cast two spells in one round as one standard action, however he is staggered next round.

Master of The Wand (Ex):  At 20th level the dc a Wand Masters wand grants increases by +2, in addition the Wandmaster always retains charges when expended from a wand.

Wand Master Spell List

0 Level

Can select from any spells from any classes level 0 spell list.

1st Level

Alarm, Shield, Air bubble, Grease, Mage Armor, Mount, Obscurring Mist, Summon Monster 1, Detect Secret Doors, Identify, Charm Person, Memory Lapse, Hydrualic Push, Silent Image, Ray of Enfeeblement, Alter Winds, Animate rope, Enlarge Person, Erase, Featherfall, Reduce Person, Burning Disarm, Command, Cure Light Wounds, Inflict Light Wounds, Shield of Faith.

2nd Level

Arcane Lock, Resist Energy, Acid Arrow,Fog Cloud, Glitterdust, Retrieve Item, Summon Monster 2, Summon Swarm, Detect Thoughts, Locate Object, Share Memory, Touch of Idiocy, Unnatural Lust, Continual Flame, Darkness, Flaming Sphere, Scorching ray, Invisibility, Minor Image,Blindness/deafness, Scare, Unshakeable Chill, Alter Self, Animal Aspect, Knock, Leviate , Make Whole, Pyrotechnics, Whispering Wind, Aid, Instant Armor, Resist Energy, Shatter, Cure Moderate Wounds, Inflict Moderate Wounds.

3rd Level

Dispel Magic, Explosive Runes, Dispel Magic, Nondection, Protection from Energy, Pellet blast, Sleet Storm, Summon Monster 3, Arcane Sight, Seek Thoughts, Deep Slumber, Hold Person, Heroism, Rage, Suggestion, Daylight, Fireball, Lightning bolt, Windwall, Displacement, Invisibility Sphere, Major Image, Marrionette Possession, Vampiric Touch, Anthropomorphic Animal, Beast Shape 1, Blink, Fly, Haste, Shrink Item, Slow, Water Breathing, Animate Dead, Cure Serious Wounds, Inflict Serious Wounds, Stone Shape.

4th Level

Dimensional Anchor, Stoneskin, True Form, Black Tentacles, Fleshworm Infestation, Dimension Door, Minor Creation, Summon Monster 4, Solid Fog, Locate Creature, Charm Monster, Ball Lightning, Ice Storm, Greater Invisibility, Enervation, Animal Aspect Greater, Beast Shape 2, Dismissal, Freedom of Movement, Cure Critical Wounds, Inflict Critical Wounds, Sending.

5th Level

Break Enchantment, Cloudkill, Major Creation, Summon Monster 5, Teleport, Wall of Stone, Dominate Person, Hold Monster, Magic Jar, Possess Object, Baleful Polymorph, Beast Shape 3, Fabricate, Polymorph, Permancy, Insect Plague, Slay Living, Symbol of Pain.

6th Level

Greater Dispel Magic, Acid Fog, Summon Monster 6, Greater Heroism, Chain Lightning, Hellfire Ray, Permenant Image, Shadow Walk, Veil, Create Undead, Major Curse, Disentegrate, Beast Shape 4, Flesh to Stone, Control Water, Banishment, Blade barrier, Heal, Harm.

Arcane Legionary Spell List
0 level spells:
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Know Direction: You discern north.
Light: Object shines like a torch.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Touch of Fatigue: Touch attack fatigues target.

1st level spells:
Arc of Lightning: Line of electricity inflicts 1d4/level electricity damage (max 5d4).
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Enlarge Person: Humanoid creature doubles in size.
Endure Elements: Exist comfortably in hot or cold environments.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Mage Armour: Gives subject +4 armor bonus.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
Shield: Invisible disc gives +4 to AC, blocks Magic Missile.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.

2nd level spells:
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Alter Self: Assume form of a similar creature.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blur: Attacks miss subject 20% of the time.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Fox's Cunning: Subject gains +4 Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Protection from Arrows: Subject immune to most ranged attacks.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or objects.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spider Climb: Grants ability to walk on walls and ceilings.

3rd level spells:
Arcane Sight: Magical auras become visible to you.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Phantom Steed: Magic horse appears for 1 hour/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Water Breathing: Subjects can breathe underwater.

4th Level Spells:
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dimension Door: Teleports you short distance.
Enervation: Subject gains 1d4 negative levels.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Polymorph: Gives one willing subject a new form.
Ray of Exhaustion: Ray makes subject exhausted.
Stoneskin M: Ignore 10 points of damage per attack.

5th level spells:
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dispelling Buffer, Arcane: Absorbs one successful dispel attempt.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Permanency: Makes certain spells permanent.
Phase Door: Creates an invisible passage through wood or stone.
Teleport: Instantly transports you as far as 100 miles/level.
Transformation M: You gain combat bonuses.
Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).

6th Level Spells:
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Finger of Death: Kills one subject.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Blank: Subject is protected from mental/emotional magic and scrying
Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Additional Ratings
Balance: 1 1 1 1 1 1 1 1 1 1 Rating 3.74 (19 Votes)
Utility: 1 1 1 1 1 1 1 1 1 1 Rating 4.06 (18 Votes)
Clarity: 1 1 1 1 1 1 1 1 1 1 Rating 4.06 (17 Votes)