Alignment: Any. Hit Die: d4. Class Skills: The wizard’s class skills (and the key ability for each skill) are Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 93
Concentration (CON), Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 97
Craft (Alchemy) (INT), Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 100
Craft (Herbalism) (INT), Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 104
Decipher Script (INT), Knowledge (all skills, taken individually) (INT), Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 108
Profession (WIS), Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 112
and Spellcraft (INT). Skill Points at 1st Level: (2 + INT modifier) x 4. Skill Points at Each Additional Level: 2 + INT modifier.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Summon familiar, Scribe Scroll
3
1
-
-
-
-
-
-
-
-
2nd
+1
+0
+0
+3
4
2
-
-
-
-
-
-
-
-
3rd
+1
+1
+1
+3
4
2
1
-
-
-
-
-
-
-
4th
+2
+1
+1
+4
4
3
2
-
-
-
-
-
-
-
5th
+2
+1
+1
+4
Bonus feat
4
3
2
1
-
-
-
-
-
-
6th
+3
+2
+2
+5
4
3
3
2
-
-
-
-
-
-
7th
+3
+2
+2
+5
4
4
3
2
1
-
-
-
-
-
8th
+4
+2
+2
+6
4
4
3
3
2
-
-
-
-
-
9th
+4
+3
+3
+6
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
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
4
4
4
4
4
3
3
2
-
-
15th
+7/+2
+5
+5
+9
Bonus feat
4
4
4
4
4
4
3
2
1
-
16th
+8/+3
+5
+5
+10
4
4
4
4
4
4
3
3
2
-
17th
+8/+3
+5
+5
+10
4
4
4
4
4
4
4
3
2
1
18th
+9/+4
+6
+6
+11
4
4
4
4
4
4
4
3
3
2
19th
+9/+4
+6
+6
+11
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
Class Features: All of the following are class features of the wizard.
Weapon and Armor Proficiency: Wizards are proficient with the Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 149
club, dagger, Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 152
Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 152
heavy crossbow, Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 155
Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 158
Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 158
light crossbow, Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 161
Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 161
Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 164
Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 164
Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 167
Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 167
quarterstaff, Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 170
Warning: Undefined array key "GT" in D:\inetpub\webs\strixvsenquirenet\English\RPG\Classes\wizard.php on line 176
, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose 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 feat 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 these feats.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
Familiar: A wizard can obtain a familiar (see the corresponding section). Doing so takes 24 hours and uses up magical materials that cost 100 Credits.
A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount.
However, a wizard’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day.
A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see section School Specialization) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice.
At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.
Spells: A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).
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.
Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the previous table. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook.
While studying, the wizard decides which spells to prepare.