d20 Misfit Studios The Core Specialist Wizard - The Diviner.pdf

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Author: Steve Trustrum
New Skill Uses
The False Prophecy Con
New Skill Uses
Illustrators: Shawn Richter, Steve Trustrum
The False Prophecy Con― Bluff,
Bluff,
Gather Information, Sense Motive
Product Identity
The following items are hereby identifi ed as Product
Identity, as defi ned in the Open Gaming License version
1.0a, Section 1(e), and are not Open Content. All trademarks,
registered trademarks, proper names (characters, deities, ar-
tifacts, places, etc.), artwork and trade dress, with the excep-
tion of clip art used under permission or license.
Product Identity
Gather Information, Sense Motive
Although divination is necessary to truly see into the
future, not every street corner seer has that sort of (or ac-
tual) power. Instead, they rely on a time-proven collection
of tricks, reads and behavioral techniques to convince their
subject that their prophecies are legitimate.
The fi rst step in running a successful false prophecy con,
but one that is rarely available to the typically street corner
charlatan, is learning as much about the mark (victim) as
possible. Doing so requires spending a long period watch-
ing the mark and then making a Gather Information check.
The base DC for this check is 30, but reduce it by 1 (to a mini-
mum of 15) for every 4 hours spent closely observing the
mark or working diligently to gain information on the mark
from reliable third party sources. If this Gather Information
check succeeds, the false prophecy con’s fi nal Bluff check
(see following) gains a +1 competence bonus with an ad-
ditional +1 to the bonus per 3 points the Gather Information
check succeeded by.
Declaration of Open Game Content
All text pertaining to game mechanics and statistics, along
with the class names, are declared Open Game Content. All
items subject to the defi nition of Product Identity (see previ-
ous) are the property of Misfi t Studios™ and cannot be used
without written permission, with the exception of clip art
used under permission or license.
Declaration of Open Game Content
Copyright 2005, Misfi t Studios. All rights reserved. Some
artwork is Copyright JUPITERIMAGES 2005. All rights re-
served. Some images © 2003 V Shane. Some artwork from
Fantasy Filler Art copyright Rick Hershey, All rights re-
served.
Sense Motive can be used in a similar fashion, on its own
or in combination with the Gather Information check, to also
increase the charlatan’s chance of a successful false proph-
ecy. Once the false prophecy con is underway, the charlatan
may make a number of Bluff checks opposed by the mark’s
Sense Motive, as normal. These Bluffs purposely probe the
mark and try to elicit a response that will give information.
If the Bluff succeeds, the charlatan immediately makes a
Sense Motive check against the mark, the DC of which is
25 minus the number of points the charlatan’s Bluff check
succeeded by. If this subsequent Sense Motive check suc-
ceeds, the charlatan gains a cumulative +1 bonus to the false
prophecy’s fi nal Bluff check (see following.) If the charla-
tan’s probing Bluff check fails, the mark makes a Will save
using the charlatan’s Charisma score as the DC. A successful
saving throw means the mark is aware he is being conned.
As many of these Bluff/Sense Motive combination probes
as desired may be attempted with cumulative results to the
The Diviner
The Diviner specialist wizard has been transformed into
its own 20-level base class. The standard wizard found in
the PHB remains the typical, universal wizard base class.
The Diviner
Specialists and Multi-Classing
Specialists cannot multi-class with other specialist wizard
classes of schools prohibited by any current specialist wiz-
ard classes. Furthermore, if the character later multi-classes
into any other spellcasting classes, be they divine or arcane
in nature, spells from prohibited schools remain beyond the
character’s ability to learn.
Specialists and Multi-Classing
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maximum of the charlatan’s Sense Motive ranks, although
each risks giving the game away.
Table 1: New Feats
Table 1: New Feats
Feat
Prerequisites
Once the charlatan feels he is ready to make the fi nal
con―he may spend time gathering information or probing
the mark for personal information (see previous), or cut
right to the chase―he makes the fi nal Bluff check to convince
the mark that the prophecy about to be revealed is entirely
sincere. This is a standard Bluff check with the mark’s Sense
Motive modifi er determined by a combination of the nature
of the information the false prophecy will “reveal” (gener-
ally speaking, the more personal and focused the prophecy
the more diffi cult the Bluff will fail) and the mark’s willing-
ness to believe (someone who is desperate, gullible or has
lots of faith in the power of prophecy will be an easier Bluff.)
Modify the Bluff check by any previously outlined probing
Sense Motive or Gather Information checks, and roll. Success
means the prophecy is believed.
Aligned Intuition *
2 levels of diviner
Arcane Intuition *
5 levels of diviner
Charlatan
Bluff 4 ranks, Gather Information
4 ranks
Forbidden Lore *
1 level of any specialist wizard
class, Intelligence 12+
Intuit Life *
1 level of diviner
Intuit Undeath *
2 levels of diviner
Secret Doors Intuition *
1 levels of diviner
Seer *
4 levels of diviner, Wisdom 14
Specialist Familiar *
4 levels of any single specialist
wizard class, Charisma 14+
Traps Intuition *
2 levels of diviner
Optionally, the GM can vary the mark’s response de-
pending on how much the Bluff defeated the mark’s fi nal
Sense Motive check by if the false prophecy succeeded. A
fi nal Bluff that barely succeeds means the mark believes the
prophecy has some merit but isn’t wholly convinced. A fi nal
Bluff that defeats the mark’s Sense Motive check by 10, on
the other hand, would likely convince the mark to a degree
where they might leave some additional money above and
beyond the agreed upon cost of the fortune telling.
* This is a Specialist feat
of each other rather than combining into a single alignment.
For instance, if you have both Aligned Intuition (Good) and
Aligned Intuition (Law), this does not mean you can only
sense the presence of lawful good. You continue to separate-
ly sense things of either lawful or good nature.
If you have this feat multiple times and you are exposed
to the presence of something that fulfi lls the nature of more
than one feat (a lawful good creature to suit our previous ex-
ample, for instance), you detect both natures simultaneously
as an automatic response, but must concentrate on each in-
dividual aspect separately in order to learn more.
New Feats
Along with the new feats to be found in this section, also
introduced is an entirely new category of feats. Specialist
feats are only available to specialist wizards, and most only
to a specifi c type of specialist.
New Feats
Arcane Intuition (Specialist)
Arcane Intuition (Specialist)
You have an innate sense for magic around you.
Aligned Intuition (Chaos / Evil / Good /
Aligned Intuition (Chaos / Evil / Good /
Law) (Specialist)
Prerequisites: 5 levels of diviner
Law) (Specialist)
You have an innate sense for a particular aspect of the
alignment spectrum around you.
Prerequisites: 2 levels of diviner
Benefi ts: You are automatically able to sense arcane en-
ergies around you, as per the detect magic spell. The radius
of your basic, innate sense for magic only extends for a ra-
dius of 5 feet in all directions. This allows you to sense the
presence of magic without needing to concentrate, although
anything more requires concentration and is limited in its
scope. 1 round of studying a 5-foot, cone-shaped emanation
bestows the information normally acquired after 2 rounds of
studying for detect magic , while only 2 rounds are needed for
the information normally acquired after 3 rounds of study.
Benefi ts: You are automatically able to sense one aspect
of alignment (chaos, evil, good or law; selected when the
feat is taken) in your vicinity, as per the detect chaos , detect
evil , detect good , and detect law spells (as appropriate.) The
radius of your basic, innate sense for the alignment aspect
in question only extends for a radius of 50 feet in all direc-
tions. This allows you to sense the presence of anything of
that alignment aspect, regardless of its remaining aspects,
without needing to concentrate, although anything more re-
quires concentration and is limited in its scope. 1 round of
studying a cone-shaped emanation bestows the information
normally acquired after 2 rounds of studying for the appro-
priate spell, while only 2 rounds are needed for the informa-
tion normally acquired after 3 rounds of study.
Special: This feat may be taken multiple times, with each
additional instance doubling the previous ranges (10 feet for
taking it twice, 20 feet for three times, etc.)
Special: This feat may be taken more than once, applying
each new instance to a new alignment aspect. If this feat is
taken more than once, the feats continue to act independent
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centration and is limited in its scope. 1 round of studying a
cone-shaped emanation bestows the information normally
acquired after 2 rounds of studying for detect undead , while
only 2 rounds are needed for the information normally ac-
quired after 3 rounds of study.
Charlatan (General)
Charlatan (General)
You have a knack for convincing others you can see the
future.
Prerequisites: Bluff 4 ranks, Gather Information 4 ranks,
Sense Motive 4 ranks
Special: This feat may be taken multiple times, with each
additional instance doubling the previous ranges (30 feet for
taking it twice, 60 feet for three times, etc.)
Benefi ts: You gain a +2 competence bonus to Bluff,
Gather Information and Sense Motive checks when attempt-
ing to pull a false prophecy con (pg 1.)
Secret Doors Intuition (Specialist)
Secret Doors Intuition (Specialist)
You have an innate sense for the presence of secret or
hidden passages.
Forbidden Lore (Specialist)
Forbidden Lore (Specialist)
You know a spell that you, as a specialist, should not.
Prerequisites: 1 level of diviner
Benefi ts: You are automatically able to sense secret doors,
compartments and the like in your vicinity, as per the detect
secret doors spell. The radius of your basic, innate sense for
such hidden nooks and passages only extends for a radius
of 15 feet in all directions. This allows you to sense the pres-
ence of the secret doors without needing to concentrate, al-
though anything more requires concentration and is limited
in its scope. 1 round of studying a cone-shaped emanation
bestows the information normally acquired after 2 rounds
of studying for detect secret doors , while only 2 rounds are
needed for the information normally acquired after 3 rounds
of study, and so on.
Prerequisites: 1 level of any specialist wizard class,
Intelligence 12+
Benefi ts: You can learn one spell of your prohibited mag-
ic school, to a maximum spell level equal to your Intelligence
bonus.
Intuit Life (Specialist)
Intuit Life (Specialist)
You have an innate sense for basic life forces around
you.
Prerequisites: 1 level of diviner
Benefi ts: You are automatically able to sense one kind
of animal or plant (selected when the feat is taken) in your
vicinity, as per the detect animals or plants spell. The radius of
your basic, innate sense for the animal or plant in question
only extends for a radius of 50 feet in all directions. This al-
lows you to sense the presence of the animal or plant type
without needing to concentrate, although anything
more requires concentration and is limited in its
scope. 1 round of studying a cone-shaped emana-
tion bestows the informa-
tion normally acquired
after 2 rounds of study-
ing for detect animals
or plants , while only 2
rounds are needed for the infor-
mation normally acquired after 3
rounds of study.
An elf with this feat gains a +4 competence bonus with
Search checks to look for secret doors.
Secret Doors Intuition (Specialist)
Secret Doors Intuition (Specialist)
You have an innate sense for the presence of secret or
hidden passages.
Prerequisites: 1 level of diviner
Benefi ts: You are automatically able to
sense secret doors, compartments and the like
in your vicinity, as per the detect secret doors
spell. The radius of your basic, innate sense
for such hidden nooks and passages only ex-
tends for a radius of 15 feet in all directions.
This allows you to sense the presence of the
secret doors without needing to concentrate,
although anything more requires concentration
and is limited in its scope. 1 round of studying a
cone-shaped emanation bestows the information
normally acquired after 2 rounds of studying for
detect secret doors , while only 2 rounds are need-
ed for the information normally acquired after 3
rounds of study, and so on.
An elf with this feat gains a +4 competence bo-
nus with Search checks to look for secret doors.
Special: This feat may be taken more than
once, applying each new instance to a new type
of plant or animal.
Intuit Undeath (Specialist)
Intuit Undeath (Specialist)
You have an innate sense for the presence
of the undead.
Prerequisites: 2 levels of diviner
Benefi ts: You are automatically able to
sense the undead in your vicinity, as per the
detect undead spell. The radius of your basic,
innate sense for the undead only extends for a
radius of 15 feet in all directions. This allows
you to sense the presence of the unliving
without needing to concentrate, al-
though anything more requires con-
Seer (Specialist)
Seer (Specialist)
You know how to use implements to
strengthen your divining.
Prerequisites: 4 levels of diviner, Wisdom
14
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Benefi ts: When using chicken’s feet, bones, dice, Tarot
or similar implement you are considered to be one diviner
level higher than you actually are or you gain a +2 circum-
stance bonus to any roll or check when casting a divination
spell that requires either. If both benefi ts are relevant to the
spell’s casting, you may choose which benefi t applies.
paign trail need to give incredibly careful thought to their
spell selections, perhaps more so than any other specialist.
Divination has no direct impact on just about every immedi-
ate situation, but can be invaluable in preparing for those
events before they occur. Not only can spells that allow for
various degrees of prophecy aid in knowing what to expect,
but spells that allow for remote sensory input from the pres-
ent are excellent tools for locating traps and ambushes, and
for gathering intelligence on enemies.
Specialist Familiar (Specialist)
Specialist Familiar (Specialist)
Your familiar is altered into a creature more suited to
your specialty.
Characteristics
Prerequisites: 4 levels of any single specialist wizard
class, Charisma 14+
Diviners tend to be inquisitive and wise so as to make
the most of what their magics reveal. Many become intro-
verted because it is no simple thing to see what the future
holds―including that which is to come for loved ones―and
merely accept it. This also tends to make diviners a serious,
somber lot.
Alignment
Benefi ts: Your familiar gains the following abilities, as
befi tting your specialty wizard class:
Diviner : +4 competence bonus to Spot and Search
checks
Traps Intuition (Specialist)
Traps Intuition (Specialist)
You have an innate sense for the presence traps and
snares.
Any alignment suits a diviner. Those that are lawful fi t
the role because they see in the future what the universe has
ordained, and in that they see the gods’ plans for them. On
the other hand, chaos is also appropriate because much of
what diviners do―seeing reality that would otherwise be be-
yond their scope of senses―is directed towards using what
is learned to change what should normally come to be.
Prerequisites: 2 levels of diviner
Benefi ts: You are automatically able to sense simple pits,
snares, mechanical traps of natural materials, and the like in
your vicinity, as per the detect snares and pits
spell.
Religion
The radius of your basic, innate sense for
such hidden nooks and passages only
extends for a radius of 15 feet in all di-
rections. This allows you to sense the
presence of the traps without need-
ing to concentrate, although any-
thing more requires concentration
and is limited in its scope. 1 round
of studying a cone-shaped emana-
tion bestows the information nor-
mally acquired after 2 rounds of
studying for detect snares and pits ,
while only 2 rounds are needed for
the information normally acquired af-
ter 3 rounds of study, and so on.
Unless the setting has a god devoted to
prophecy, knowledge or the like, a diviner
will likely avoid faithful worship because, in
the absence of a supporting deity, the char-
acter’s actions can be seen as treading on the
province of gods.
Background
Diviners exist in both primitive
and so-called “civilized” societies, es-
pecially those that embrace magic. If
not the latter, there is often the risk
of falling victim to superstitions
that fear anything considered to be
taboo or knowledge that is meant
only for the gods, such as farseeing
or prophecy. In the latter instanc-
es, most are branded as heretics or
“witches” and punished as their
culture demands, whereas more ac-
cepting societies may go so far as to
encourage diviners as gifted. How
the character develops should
largely depend on this point of
view.
The Diviner
The Diviner
Core Class
Core Class
Knowledge (especially foreknowl-
edge) is key to a diviner’s existence.
Although most people think of prophe-
cies when they consider divination, this
type of magic goes well beyond that. Wise
rulers treasure diviners for all their abili-
ties, be they prophecy or otherwise, and a
seer who knows how to mix his talents
with politics can go far indeed.
Races
Always looking to the future, di-
viners are rare amongst races that are
very rooted in the now. A dwarf’s stoic
nature causes most to shun all things they
cannot see or, preferably, touch for themselves,
Adventures
Diviners looking to hit the cam-
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causing them to generally eschew prophecy. Halfl ings, rev-
elers that they are, are similarly more concerned with living
in the now than what fate has in store for them. Elves, on the
other hand, are keenly aware of the future’s role in the pres-
ent because time seems much more fl uid to creatures with
life spans such as theirs. Amongst the goblin and humanoid
races, diviners hold much value by fi lling a key position as
soothsayer to their primitive superstitions.
Game Rule Information
Game Rule Information
Diviners have the following game statistics.
Abilities: Unlike wizards, Wisdom determines the
strength of a diviner’s spells, how many he can cast, and
how diffi cult it is to resist those spells’ effects. This is be-
cause the degree of mental control needed to peer through
time and space strengthens the mind and improves the di-
viner’s ability to deal with what he learns.
Alignment: Any.
Other Classes
Because their art is so subtle in its nature, many diviners
prefer to work with other classes that operate in a similar
fashion. A rogue’s desire to solve problems with methods
beyond “bash and kill it” appeals to many diviners, as does
the rogue’s awareness of consequence. Fighters and barbar-
ians, on the other hand, while welcomed by these non-com-
bative specialists when danger looms, are typically seen as
thugs who cannot see the moments beyond the next swing
of their sword. Because their relationship with nature makes
them mindful of how the smallest action can have great re-
percussions (a match in a dry forest, for example), diviners
see many druids as kindred spirits.
Role
Hit Die: d4.
Class Skills
Class Skills
The diviner’s class skills (and the key ability for each skill)
are Bluff (Cha), Concentration (Con), Craft (Int), Decipher
Script (Int), Diplomacy (Cha), Gather Information (Cha),
Knowledge (all skills, taken individually) (Int), Perform (Act
or Oratory) (Cha), Profession (Wis), and Spellcraft (Int.)
Skill Points at 1st Level: (4 + Int modifi er) x4.
Skill Points at Each Additional Level: 4 + Int modifi er.
A diviner is best used as a living sensor, able to keep a
third eye open for danger, be it due to natural disaster, open
aggression or political subterfuge.
Class Features
Class Features
All of the following are class features of the diviner.
Table 2: The Diviner
Base
Attack
Bonus
——–——————— Spells per Day —–———————
Fort
Save
Ref
Save
Will
Save
Level
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Summon familiar,
Foresight 1/day
3 1 ————————
2nd
+1
+0
+0
+3
Bonus spell
4
2
3rd
+1
+1
+1
+3
4
2
1
4th
+2
+1
+1
+4
Bonus spell
4
3
2
5th
+2
+1
+1
+4
4
3
2
1
6th
+3
+2
+2
+5
Spellcra insight 1/day
4
3
3
2
7th
+3
+2
+2
+5
Bonus spell
4
4
3
2
1
8th
+4
+2
+2
+6
Foresight 2/day
4
4
3
3
2
9th
+4
+3
+3
+6
Bonus spell
4
4
4
3
2
1
10th
+5
+3
+3
+7
Bonus feat
4
4
4
3
3
2
11th
+5
+3
+3
+7
4
4
4
4
3
2
1
12th
+6/+1
+4
+4
+8
Spellcra insight 2/day
4
4
4
4
3
3
2
13th
+6/+1
+4
+4
+8
4
4
4
4
4
3
2
1
14th
+7/+2
+4
+4
+9
Bonus spell
4
4
4
4
4
3
3
2
15th
+7/+2
+5
+5
+9
4
4
4
4
4
4
3
2
1
16th
+8/+3
+5
+5
+10
Foresight 3/day
4
4
4
4
4
4
3
3
2
17th
+8/+3
+5
+5
+10
Bonus spell
4
4
4
4
4
4
4
3
2
1
18th
+9/+4
+6
+6
+11
Spellcra insight 3/day
4
4
4
4
4
4
4
3
3
2
19th
+9/+4
+6
+6
+11
Bonus spell
4
4
4
4
4
4
4
4
3
3
20th
+10/+5
+6
+6
+12
Bonus feat
4
4
4
4
4
4
4
4
4
4
5
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