Difference between revisions of "Eternal Apprentice (Apath)"
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=== Magic Mischief (Su) === | === Magic Mischief (Su) === | ||
− | The eternal apprentice never gave up her [http://www.d20pfsrd.com/magic/all-spells/p/prestidigitation prestidigitation] pranks. This happens every time the eternal apprentice rolls a natural "1" on an attack roll with a spell or on a concentration check, and once every 1d6 hours regardless of what she does. | + | The eternal apprentice never gave up her ''[http://www.d20pfsrd.com/magic/all-spells/p/prestidigitation prestidigitation]'' pranks. This happens every time the eternal apprentice rolls a natural "1" on an attack roll with a spell or on a concentration check, and once every 1d6 hours regardless of what she does. |
− | Magic mischief works as [http://www.d20pfsrd.com/magic/all-spells/p/prestidigitation prestidigitation], and does so against a random ally, enemy, or area (ignoring bystanders). Assign each ally and enemy within 30 ft. of the wizard a number, starting with 1 for the wizard herself and counting upwards up to 20. If there are more than 20 allies and enemies within 30 ft., only assign numbers to the closest 20 creatures. Roll 1d20 to see who is the target, if the die roll exceeds the number of creatures within 30 ft., the effect strikes a random object or an empty space instead. An eternal apprentice can call random bystanders enemies to cause havoc. They GM may call a bystander an enemy occasionally to further the plot. | + | Magic mischief works as ''[http://www.d20pfsrd.com/magic/all-spells/p/prestidigitation prestidigitation]'' used to cause some harmless by spooky or annoying effect, and does so against a random ally, enemy, or area (ignoring bystanders). Assign each ally and enemy within 30 ft. of the wizard a number, starting with 1 for the wizard herself and counting upwards up to 20. If there are more than 20 allies and enemies within 30 ft., only assign numbers to the closest 20 creatures. Roll 1d20 to see who is the target, if the die roll exceeds the number of creatures within 30 ft., the effect strikes a random object or an empty space instead. An eternal apprentice can call random bystanders enemies to cause havoc. They GM may call a bystander an enemy occasionally to further the plot. |
− | At level | + | At level 5, in addition to the above effect, the target of magic mischief must make a Reflex saving throw (DC 10 + 1/2 the eternal apprentice's level) or be staggered for one round. |
== Summary of Lost Class Abilities == | == Summary of Lost Class Abilities == |
Revision as of 09:07, 26 August 2016
Unofficial rules compendium | |
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An eternal apprentice is a wizard who never grew out of his youthful clumsiness. Suffering from random manifestations and weird coincidences, the eternal apprentice is a true wizard, but his fumbles often draw smirks or even anger, and his bungling has left him with serious side effects.
Class Information
This is a wizard archetype that suffers under a curse and random power effects.
Class: Wizard.
Hit Die: d6.
Class Features
The eternal apprentice has all the class features of the wizard, except as noted below.
Wizard's Curse
An eternal apprentice under an oracle's curse. See also apath oracle's curses. All references to the oracle class, spell list, or levels instead apply to the wizard equivalent. Use Intelligence instead of Charisma for any effect of this curse.
Magic Mischief (Su)
The eternal apprentice never gave up her prestidigitation pranks. This happens every time the eternal apprentice rolls a natural "1" on an attack roll with a spell or on a concentration check, and once every 1d6 hours regardless of what she does.
Magic mischief works as prestidigitation used to cause some harmless by spooky or annoying effect, and does so against a random ally, enemy, or area (ignoring bystanders). Assign each ally and enemy within 30 ft. of the wizard a number, starting with 1 for the wizard herself and counting upwards up to 20. If there are more than 20 allies and enemies within 30 ft., only assign numbers to the closest 20 creatures. Roll 1d20 to see who is the target, if the die roll exceeds the number of creatures within 30 ft., the effect strikes a random object or an empty space instead. An eternal apprentice can call random bystanders enemies to cause havoc. They GM may call a bystander an enemy occasionally to further the plot.
At level 5, in addition to the above effect, the target of magic mischief must make a Reflex saving throw (DC 10 + 1/2 the eternal apprentice's level) or be staggered for one round.
Summary of Lost Class Abilities
These abilities of the original class are lost or modified in this archetype:
- None
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