D20r:Wizard

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(Might of Talos)
(Might of Talos)
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===Might of Talos===
===Might of Talos===
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'''1st Level Mystery:'''  
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'''1st Level Mystery:''' You gain extra Hit Points per wizard Hit Die equal to your Strength modifier or your Constitution modifier, whichever is higher.
'''4th Level Mystery:''' You gain an armor bonus to AC equal to your Strength modifier as your skin harden and becomes slightly metallic. As an armor bonus, it dos not stack with worn armor. However, it has no armor check penalty and no arcane spell failure chance. Your skin is considered masterwork and can be enchanted as normal For effects that measure their effectiveness based upon the weight of the armor you wear, your skin is considered light armor.
'''4th Level Mystery:''' You gain an armor bonus to AC equal to your Strength modifier as your skin harden and becomes slightly metallic. As an armor bonus, it dos not stack with worn armor. However, it has no armor check penalty and no arcane spell failure chance. Your skin is considered masterwork and can be enchanted as normal For effects that measure their effectiveness based upon the weight of the armor you wear, your skin is considered light armor.
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'''8th Level Mystery:''' As a standard action, you can form encircling bands of metal around a creature within 30'. The targeted creature must make a Reflex save or be paralyzed. A creature paralyzed in this fashion can break free by making a Strength or Acrobatics check (DC 10 + your Hero Value + your Strength modifier) as a full-round action that provokes attacks of opportunity. You may use this ability a number of times per day equal to your Strength modifier.
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'''8th Level Mystery:''' As a standard action, you can form encircling bands of metal around a creature within 30'. The targeted creature must make a Reflex save or be rendered unable to attack or cast spells with somatic components. The affected creature's movement speeds are reduced to 0', except for any land speed the creature has: it is instead reduced to 5'. A creature that fails this save must also make an Acrobatics check (DC 10 + your Hero Value + your Strength modifier) or be struck prone. A creature held in this fashion can break free by making a Strength or Acrobatics check (DC 10 + your Hero Value + your Strength modifier) as a full-round action that provokes attacks of opportunity. You may use this ability a number of times per day equal to your Strength modifier.
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'''12th Level Mystery:'''  
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'''12th Level Mystery:''' As a standard action, you may expend a spell slot of 5th level or higher to end any or all of the following conditions currently affecting you: Blinded, Confused, Dazzled, Deafened, Energy Drained, Entangled, Exhausted, Fatigued, Flat-Footed, Frightened, Immobilized, Knocked Down, Nauseated, On Fire, Paralyzed, Petrified, Prone, Shaken, Sickened, Slowed, Staggered, or Turned. This ability may be activated even if the condition affecting you would normally make you unable to take actions (such as being paralyzed).
'''16th Level Mystery:'''  
'''16th Level Mystery:'''  
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'''Esoterica:'''
'''Esoterica:'''
*You gain DR/adamantine equal to your Strength modifier.
*You gain DR/adamantine equal to your Strength modifier.
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*Increase your Base Attack Bonus by 1. You may take this esoterica multiple times: its effects stack.
'''Spells'''
'''Spells'''

Revision as of 05:58, 30 November 2011

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