I'd assume it would get its own turn and actions, and that if it can reproduce the sounds of the command word it can speak it (a lot like a druid's animal companion?). The player is fine with whatever the answer is, but I wasn't sure, and didn't see anything about it under 'Familiars'?
Available slots followed by either ' (saddle)' or ' (horseshoes)' denote that creatures of that body type can wear magic items in the appropriate slots only as long as they are either saddles or horseshoes, respectively (for instance, a hoofed quadruped can wear horseshoes of a zephyr, but not boots of speed). Magic Items and Detect Magic. When detect magic identifies a magic item's school of magic, this information refers to the school of the spell placed within the potion, scroll, or wand, or the prerequisite given for the item.The description of each item provides its aura strength and the school to which it belongs. If more than one spell is given as a prerequisite, use the highest-level spell. Small and Vermin Familiars. Small-sized familiars threaten the areas around them like Small creatures, and can be used to flank enemies, though both familiars and their masters are often loath to use such tactics, as the result is often a dead familiar. Small-sized familiars are also harder to keep on a master's person than Tiny or smaller familiars. If the item familiar had invested skill ranks and/or spell slots, those investments become accessible to the new owner, adding to his totals. If the item familiar has spell slots, the new master can access them only if he could already cast spells of the appropriate levels. New Owner Is Lower Level. The link partially succeeds.
Wizard is a class in Pathfinder: Kingmaker. Wizards use spells in battle. They can learn any numbers of spells, but they need to prepare them in order to be used in battle. Wizards can also specialize in one school of magic, gaining additional spells and powers based on that school
'Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.'
Wizard Information
- Skill Ranks per Level: 2 + Int modifier.
- Alignment: Any
- Hit Die: d6
- 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 a wizard's movements, which can cause his spells with somatic components to fail.
Wizard Archetypes
Scroll Savant
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Wizard Familiar
Name | Bonus |
Cat Familiar | +3 Stealth checks, +2 Perception checks |
Centipede Familiar | +2 Will saves, +2 Perception checks |
Chicken Familiar | +3 hit points, +2 Perception checks |
Dog Familiar | +3 bonus on Lore(Nature), +2 Perception checks |
Duck Familiar | +3 bonus on Knowledge(World), +2 Perception checks |
Hare Familiar | +4 Initiative checks, +2 Perception checks |
Jerboa Familiar | +3 Athletics checks, +2 Perception checks |
Lizard Familiar | +1 natural armor bonus to AC, +2 Perception checks |
Monkey Familiar | +3 Mobility checks, +2 Perception checks |
Rabbit Familiar | +2 Reflex saves, +2 Perception checks |
Rat Familiar | +2 Fortitude saves, +2 Perception checks |
Tarantula Familiar | +3 Athletics checks, +2 Perception checks |
Viper Familiar | +3 Persuasion checks, +2 Perception checks |
Wizard Progression
Level | Base Attack Bonus | Fort | Ref | Will | Special |
Level 1 | +0 | 0 | 0 | +2 | Arcane bond, cantrips, Detected Magic, Wizard Bonus Feat, Specialist School, Wizard Proficiencies |
Level 2 | +1 | 0 | 0 | +3 | |
Level 3 | +1 | +1 | +1 | +3 | |
Level 4 | +2 | +1 | +1 | +3 | |
Level 5 | +2 | +1 | +1 | +4 | Wizard Bonus Feat |
Level 6 | +3 | +2 | +2 | +5 | |
Level 7 | +3 | +2 | +2 | +5 | |
Level 8 | +4 | +2 | +2 | +6 | |
Level 9 | +4 | +3 | +3 | +6 | |
Level 10 | +5 | +3 | +3 | +7 | Wizard Bonus Feat |
Level 11 | +5 | +3 | +3 | +7 | |
Level 12 | +6/+1 | +4 | +4 | +8 | |
Level 13 | +6/+1 | +4 | +4 | +8 | |
Level 14 | +7/+2 | +4 | +4 | +9 | |
Level 15 | +7/+2 | +5 | +5 | +9 | Wizard Bonus Feat |
Level 16 | +8/+3 | +5 | +5 | +10 | |
Level 17 | +8/+3 | +5 | +5 | +10 | |
Level 18 | +9/+4 | +6 | +6 | +11 | |
Level 19 | +9/+4 | +6 | +6 | +11 | |
Level 20 | +10/+5 | +6 | +6 | +12 | Wizard Bonus Feat |
Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his 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. Gossip casino no deposit bonus codes 2019. Is there a strategy to slot machines.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He 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.
Starting Spells: A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Arcane School
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Bonus Feats
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, 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. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.
Wizard Abilities
Arcane Bond
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses, while a bonded object is an item a wizard can use to cast additional spells.
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Wizard Bonus Feat
At 1st, 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
Wizard Proficiencies
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 a wizard's movements, which can cause his spells with somatic components to fail.
Detected Magic
Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.
Cantrips
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Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under 'Spells per Day.' These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots.
Opposition School
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell.
Specialist School - Abjuration
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Resistance: You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
Protective Ward: As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Energy Absorption: At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.
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. Gossip casino no deposit bonus codes 2019. Is there a strategy to slot machines.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He 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.
Starting Spells: A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Arcane School
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Bonus Feats
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, 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. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.
Wizard Abilities
Arcane Bond
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses, while a bonded object is an item a wizard can use to cast additional spells.
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Wizard Bonus Feat
At 1st, 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
Wizard Proficiencies
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 a wizard's movements, which can cause his spells with somatic components to fail.
Detected Magic
Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.
Cantrips
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Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under 'Spells per Day.' These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots.
Opposition School
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell.
Specialist School - Abjuration
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Resistance: You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
Protective Ward: As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Energy Absorption: At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.
Energy Absorption
At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.
Classes |
Alchemist ♦ Aldori Defender ♦ Arcane Bomber ♦ Arcane Trickster ♦ Archaeologist ♦ Armored hulk ♦ Barbarian ♦ Bard ♦ Blight Druid ♦ Chirurgeon ♦ Cleric ♦ Crusader ♦ Defender of the True World ♦ Divine Guardian ♦ Divine Hunter ♦ Dragon Disciple ♦ Druid ♦ Duelist ♦ Ecclesitheurge ♦ Eldritch Archer ♦ Eldritch Knight ♦ Eldritch Scion ♦ Eldritch Scoundrel ♦ Empyreal Sorcerer ♦ Feyspeaker ♦ Fighter ♦ Flame dancer ♦ Flame Warden ♦ Freebooter ♦ Grenadier ♦ Herald caller ♦ Hospitaler ♦ Inquisitor ♦ Invulnerable Rager ♦ Mad dog ♦ Magus ♦ Monk ♦ Monster Tactician ♦ Mystic Theurge ♦ Paladin ♦ Ranger ♦ Rogue ♦ Sacred Huntsmaster ♦ Sage Sorcerer ♦ Scaled Fist ♦ Scroll Savant ♦ Sorcerer ♦ Stalwart Defender ♦ Stormwalker ♦ Sword Saint ♦ Sylvan Sorcerer ♦ Tactical Leader ♦ Thassilonian Specialist ♦ Thug ♦ Thundercaller ♦ Tower Shield Specialist ♦ Traditional Monk ♦ Two-Handed Fighter ♦ Vivisectionist |