Post by king of hyrule on Aug 29, 2005 22:36:23 GMT -5
Wizzrobe
To be a wizzrobe is to be different. They construct spells with Shadow, vast illusions and many more unsavory ones. The construct spells with Fire, burning brightly in the night. They construct spells with Water, providing a respite for himself and others. They construct spells with Light, seeking knowledge. They construct spells with Forest, communing with life. They construct spells with Spirit, touching the intangible. Each aspect has its own powers and the Wizzrobe is capable of learning them all. Each wizzrobe has his own reasons for taking up this path; may the Goddesses have pity on those that cross the path of the wrong one.
Adventures: The wizzrobe is usually a scholar by vocation,
though not to the same degree as an academic. They usually stay close to home, or wherever it is that they ply their magical trade, and try to stay out of trouble. Many a lost artifact lies waiting at the end of an adventure
however, and the wizzrobes skills come in handy. Wizzrobes sometimes head expeditions on some
hidden agenda. Many Wizzrobes adventure in order to acquire rare components needed for their meditations when trying to learn a new spell.
Characteristics: No stereotype truly fits the wizzrobe, for the wizzrobe comes from all lifestyles. Much like the academic, the wizzrobe cares little for more mundane matters, except when they directly affect his plans. When not honing their magical skills, Wizzrobes tend to carry on other activities. Some might be involved in the political arena, while another might own and operate a shop.
Focus: Wizzrobes may be of any alignment. None can predict where a wizzrobe's Focus might lie. A majority of Wizzrobes are of the Shadow Focus, however. Wizzrobes are sometimes the most avid followers of the Goddesses, for they know first hand what power they left behind. Wizzrobes, unlike many others, understand that the Goddesses themselves are gone, but their legacy has been left behind, and their memory should be preserved. Wizzrobes usually have respect for all three Goddesses.
Background: Whether mere dabblers in their art or full time wielders of magic, wizzrobes come from every lifestyle imaginable. Some are born with an innate talent in the art that they pursue and hone; others simply have a desire to learn. Whatever their reasons for seeking this path,
most dedicate themselves to it for life.
Races: Of the races of Hyrule and beyond, the Hylians practice magic most frequently, their adaptable natures giving them a slight edge over other races when it comes to wielding magic. Kokiri, having something of the magic of the Forest infused in them, are also found following careers as Wizzrobes. Gerudo are notorious for their strength with Shadow magic; one of the most powerful Wizzrobes ever, Ganondorf Dragmire, was Gerudo. All of the races have
some aptitude for magic, but the deku, gorons, subrosians, and moblins are least likely to follow the path of the
wizzrobe. The zorans and the Tokay are sometimes
found in the role of wizzrobe, though it is not common.
Other Classes: Wizzrobes usually get along well with most of the other classes. They rely on these people for protection while casting spells, after all. They sometimes get into arguments with Academics, usually on some topic they are both knowledgeable in, but these are usually friendly disagreements. Nobles sometimes irk the wizzrobe, who usually cares little for the affairs that the Nobles very lives are centered on.
Game Rule Information
Abilities: The most important attribute of the wizzrobe depends on where the focus of his magic lies. If he excels in Fire, Constitution is his most important attribute. If his prowess is in Light, then Intelligence is his focus. If he has a bent for Spirit or Shadow magic, then Charisma. If he wishes to pursue Water or Forest spells, Wisdom is the key. Constitution is also good for bonus hit points, and higher Fortitude saves. Dexterity is always important, providing a bonus to Defense, which is very important to the wizzrobe. Of all the attributes, Strength is probably the least important to a run-of-the-mill wizzrobe.
Hit Die: d4
Starting Rupees: 3d4 x 4
Class Skills
The wizzrobe’s class skills (and the key abilities for each) are Concentration (Con), Craft (Int), Gather Information (Cha), Knowledge (Any) (Int), Profession (Wis), Scry (Int), Speak Language (None), Spellcraft (Int). Skill points at First level: (4 + Int mod) x 4 Skill points at Each Additional Level: 4 + Int mod
Class Features
Weapon and Armor Proficiencies: The wizzrobe is proficient with all simple weapons. The wizzrobe is not proficient with any type of armor or shield, but may use feats in order to
become proficient.
Aspects: At first level the wizzrobe chooses two Aspects from the six Aspects of magic. The wizzrobe begins play with access to those two Aspects, and must divide his starting magic points amongst them accordingly. Every fourth level thereafter, the wizzrobe gains access to one
Aspect of choice. He may not begin to assign his magic points gained from taking levels in the wizzrobe class to an Aspect until he gains access to it, nor may he accumulate bonus magic points for an Aspect until he gains access to it. Bonus magic points gained are not retroactive, meaning
that he does not gain bonus magic points for levels that he did not have access to the Aspect.
Spells: The wizzrobe starts with all the 0-level spells from his two starting Aspects, and any three first level spells of their choice from these Aspects, in addition to a Custom Spell. At each level, the wizzrobe can learn any two spells of his choice from any Aspect he knows, which are no higher than half his level (rounded upwards). Additional spells may be researched by expending experience points and rupees as normal.
Custom Spell: At 1st level and every two levels thereafter, the wizzrobe gains a bonus Custom Spell feat.
Bonus Feats: At each interval the wizzrobe may choose a bonus feat from the following bonus feat list: Augment Summoning, any Item Creation feat, any Tri-Force feat, Combat Casting, Spell Focus, Greater Spell Focus, Spell
Penetration, Greater Spell Penetration, Iron Will, and Skill Focus (Only skills on class skill list). The wizzrobe must meet all prerequisites for taking a feat just as he normally would.
To be a wizzrobe is to be different. They construct spells with Shadow, vast illusions and many more unsavory ones. The construct spells with Fire, burning brightly in the night. They construct spells with Water, providing a respite for himself and others. They construct spells with Light, seeking knowledge. They construct spells with Forest, communing with life. They construct spells with Spirit, touching the intangible. Each aspect has its own powers and the Wizzrobe is capable of learning them all. Each wizzrobe has his own reasons for taking up this path; may the Goddesses have pity on those that cross the path of the wrong one.
Adventures: The wizzrobe is usually a scholar by vocation,
though not to the same degree as an academic. They usually stay close to home, or wherever it is that they ply their magical trade, and try to stay out of trouble. Many a lost artifact lies waiting at the end of an adventure
however, and the wizzrobes skills come in handy. Wizzrobes sometimes head expeditions on some
hidden agenda. Many Wizzrobes adventure in order to acquire rare components needed for their meditations when trying to learn a new spell.
Characteristics: No stereotype truly fits the wizzrobe, for the wizzrobe comes from all lifestyles. Much like the academic, the wizzrobe cares little for more mundane matters, except when they directly affect his plans. When not honing their magical skills, Wizzrobes tend to carry on other activities. Some might be involved in the political arena, while another might own and operate a shop.
Focus: Wizzrobes may be of any alignment. None can predict where a wizzrobe's Focus might lie. A majority of Wizzrobes are of the Shadow Focus, however. Wizzrobes are sometimes the most avid followers of the Goddesses, for they know first hand what power they left behind. Wizzrobes, unlike many others, understand that the Goddesses themselves are gone, but their legacy has been left behind, and their memory should be preserved. Wizzrobes usually have respect for all three Goddesses.
Background: Whether mere dabblers in their art or full time wielders of magic, wizzrobes come from every lifestyle imaginable. Some are born with an innate talent in the art that they pursue and hone; others simply have a desire to learn. Whatever their reasons for seeking this path,
most dedicate themselves to it for life.
Races: Of the races of Hyrule and beyond, the Hylians practice magic most frequently, their adaptable natures giving them a slight edge over other races when it comes to wielding magic. Kokiri, having something of the magic of the Forest infused in them, are also found following careers as Wizzrobes. Gerudo are notorious for their strength with Shadow magic; one of the most powerful Wizzrobes ever, Ganondorf Dragmire, was Gerudo. All of the races have
some aptitude for magic, but the deku, gorons, subrosians, and moblins are least likely to follow the path of the
wizzrobe. The zorans and the Tokay are sometimes
found in the role of wizzrobe, though it is not common.
Other Classes: Wizzrobes usually get along well with most of the other classes. They rely on these people for protection while casting spells, after all. They sometimes get into arguments with Academics, usually on some topic they are both knowledgeable in, but these are usually friendly disagreements. Nobles sometimes irk the wizzrobe, who usually cares little for the affairs that the Nobles very lives are centered on.
Game Rule Information
Abilities: The most important attribute of the wizzrobe depends on where the focus of his magic lies. If he excels in Fire, Constitution is his most important attribute. If his prowess is in Light, then Intelligence is his focus. If he has a bent for Spirit or Shadow magic, then Charisma. If he wishes to pursue Water or Forest spells, Wisdom is the key. Constitution is also good for bonus hit points, and higher Fortitude saves. Dexterity is always important, providing a bonus to Defense, which is very important to the wizzrobe. Of all the attributes, Strength is probably the least important to a run-of-the-mill wizzrobe.
Hit Die: d4
Starting Rupees: 3d4 x 4
Class Skills
The wizzrobe’s class skills (and the key abilities for each) are Concentration (Con), Craft (Int), Gather Information (Cha), Knowledge (Any) (Int), Profession (Wis), Scry (Int), Speak Language (None), Spellcraft (Int). Skill points at First level: (4 + Int mod) x 4 Skill points at Each Additional Level: 4 + Int mod
Class Features
Weapon and Armor Proficiencies: The wizzrobe is proficient with all simple weapons. The wizzrobe is not proficient with any type of armor or shield, but may use feats in order to
become proficient.
Aspects: At first level the wizzrobe chooses two Aspects from the six Aspects of magic. The wizzrobe begins play with access to those two Aspects, and must divide his starting magic points amongst them accordingly. Every fourth level thereafter, the wizzrobe gains access to one
Aspect of choice. He may not begin to assign his magic points gained from taking levels in the wizzrobe class to an Aspect until he gains access to it, nor may he accumulate bonus magic points for an Aspect until he gains access to it. Bonus magic points gained are not retroactive, meaning
that he does not gain bonus magic points for levels that he did not have access to the Aspect.
Spells: The wizzrobe starts with all the 0-level spells from his two starting Aspects, and any three first level spells of their choice from these Aspects, in addition to a Custom Spell. At each level, the wizzrobe can learn any two spells of his choice from any Aspect he knows, which are no higher than half his level (rounded upwards). Additional spells may be researched by expending experience points and rupees as normal.
Custom Spell: At 1st level and every two levels thereafter, the wizzrobe gains a bonus Custom Spell feat.
Bonus Feats: At each interval the wizzrobe may choose a bonus feat from the following bonus feat list: Augment Summoning, any Item Creation feat, any Tri-Force feat, Combat Casting, Spell Focus, Greater Spell Focus, Spell
Penetration, Greater Spell Penetration, Iron Will, and Skill Focus (Only skills on class skill list). The wizzrobe must meet all prerequisites for taking a feat just as he normally would.