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Harry Potter Pathfinder Homebrew

Classes Hit Dice: d6


SKill Ranks: 3 + Int./level
Wizard Class Skills: Choose any 7 skills to make your class skills.
In addition, for every 2 points of your Intelligence modifier
Wizard above +4, choose an addition skill to be a class skill.
Hit Dice: d6 Wizard School
The Archivist
Level BAB Ref. Will Fort. Appropriate Bonus Spell Points
1st +0 +0 +1 +0 Wizard School, First Year Books 2+Int.
2nd +0 +0 +2 +1 Class Affinity 1 3+Int
3rd +1 +1 +3 +1 Class Affinity 2 5+Int
4th +1 +1 +4 +2 Ability Score Improvement, Second Year Books 8+Int
5th +2 +2 +4 +3 10+Int
6th +2 +3 +5 +3 Class Affinity 3, Third Year Books 24+Int
7th +3 +3 +6 +3 1st Specialty Class 30+Int
8th +3 +4 +6 +4 2nd Specialty Class 40+Int
9th +4 +4 +6 +5 Ability Score Improvement 45+Int
10th +4 +5 +7 +5 Specialty Class Feature, Year 4 Books 50+Int
11th +5 +5 +8 +5 55+Int
12th +5 +6 +8 +6 60+Int+Int
13th +6 +6 +8 +6 Bonus Metamagic Feat, Year 5 Books 66+Int
14th +6 +6 +9 +6 70+Int
15th +7 +7 +9 +7 Specialty Class Feature 77+Int
16th +7 +7 +9 +8 Bonus Metamagic Feat, Year 6 books 80+Int
17th +8 +8 +9 +8 Specialty Class Feature 88+Int
18th +8 +8 +10 +9 Bonus Metamagic Feat 90+Int
19th +9 +9 +10 +9 Bonus Metamagic Feat, Year 7 Books 99+Int
20th +10/1 +10 +10 +10 Class Specialty Feature, Bonus Feat 100+Int

Wizard School Arithmancy


Ancient Runes
At 1st levle, you choose your wizard school. There are 11 History of Magic
total: Beauxbatons, Durmstrang. Hogwarts, Ilvermorny, Astronomy
Clastleobruxo, Uagadou, Mahoutokoo, Koldovsords, and I Care of Magical Creatures
forgot the other 3. Please refer to the official wiki. (Side note: Tranfiguration
Your school is usually up to DM Adjucation).
When you have "affinity" with a class, you add +1 to any
Class Affinities: skill or spell rolls related to that class, and 1 to save DC's of
At 2nd, 3rd, and 6th level, choose a class to have affinity with. spells related to that class. (Side note: Potions would be craft
The class options differ by school and DM adjucation, but in (alchemy)). (Another side note: In general, a spell that deals
general here is a list of every class possibly offered: iwth animals, plants, or monsters, is Care of Magical
Creatures, along with any Handle Animal checks. Also, any
Charms spell that doesn't deal damage is a charm, a spell that deals
Divination damage is Defense Against the Dark Arts, any sort of
Defense Against the Dark Arts transmutation spell is Transfiuration, and any spell that
Potions predicts is Divination.
Muggle Studies
Specialty Classes 9th - 25. Metamagic Feats make any spell cost the
amount of points a spell of 1 level higher would cost.
At 7th, 8th, and 20th level, you pick a class to specialize in. At Epic Level Spells
10th and 15th level, you gain features in these classes. When
you choose a specialty class, treat your caster level as 2 In general, epic level spells are up to DM adjucation.
higher for spells related to that class, regardless of character However, here is an example of how many points an epic
level. At 10th level, treat any skills related to that class as if level spell would cost:
they had 3 more ranks in them, once again regardless of 10th - 32
character level and hit dice. At 15th level, add 3 to any save 11th- 40
DC's related to that class. 12th - 50
13th - 60
Bonus Metamagic Feat 14th - 75
15th - 90
At 13th, 16th, 18th, and 19th level, you gain a bonus 16th - 110
metmagic feat. 17th - 130
18th - 160
Spells and Spellcasting 19th - 190
As a wizard, you can cast spells. Your spells are drawn from 20th - 240
the sorcerer/wizard list. However, instead ofu using spell
slots, you have spell points. In order to cast any spell, you
must have an intelligence score of at least 10 + the spell's
level (+ half the spell's level extra for a spell of 3rd level or
higher). Here is how much a spell costs in points, by level.
0 - 0 pt.s
1st - 1.
2nd - 2
3rd - 5
4th - 7.
5th - 10
6th - 15
7th - 18
8th - 22

9th - 25. Metamagic Feats make any spell cost the


Variant 20th - 240 Rules
Dark Magic
Any spell with the evil descriptor or that is
necromantic in nature is illegal and is dark magic.
Class Xp
Each class you go to provides a bit of xp. The
amount is up to the DM, but in general a good
guideline is that the PC's should be at the
recoomended level for the current term of the
current year. Four example, third term of first year
should see the PC's at 3rd level. Starting 2nd year,
the PC's should be at 4th level, and so on.
Spell Learning
When learning a spell or being taught one, you
must make a Spellcraft check with a DC equal to 10
+ the spell's level +1 per spell level above 1st. For
example, a 2nd level spell has a DC equal to 13 to
learn, and a 9th level spell has a DC of 27 to learn.

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