Post by wnxhalfwingseen on Sept 23, 2008 2:36:56 GMT
This quasiclass is a semi counterpart to the hex master. The acolyte specialized is protecting his allies and himself from all harm.
Requirements: 20 Wizard, Abjuration Specialization, Arcane Defense Abjuration, Arcane Defense Divination, GSF abjuration, GSF Divination. May never multiclass.
All of the Following spells use Wizard level + 4 for caster level all other spells have 100% arcane spell failure. any spell uses the game text shown otherwise the spell remains the same.
All Powerword Spells gain +250 to their max HP for every applicable category. +750 with both LSF Abjuration and LSF divination
Level 1:
Endure Elements: Gains +5% immunity to exotics at Character level 60
Ironguts: Provides (CL/4)/- resist to physical damage (cap 15)
Protection From Alignment
Shield: Provides CL/4 Shield AC (cap 16)+2 for LSF Abj for a max of 18
Identify: Provides 100% concealment for 2 seconds on target
Level 2:
Lesser Dispel: Deals 1 unblockable Magic damage per Abj Focus
Resist Elements: Provides 1%/4 Caster Levels Physical Immunity
Level 3:
Dispel Magic: Deals 3 unblockable Magic damage per Abj Focus
Magic Circle vs Alignment
Protection From elements: Provides 5/- elemental resist per Abjuration Focus and 2/- exotic resist per Divination Focus
Clairaudience/Clairvoyence
Find Traps
Level 4:
Lesser Spell Breach Deals 5 Unblockable Magic Damage per Abj Spell focus
Minor Globe of Invulnerability
Remove Curse
Remove Blindness/Deafness
Level 5:
Dismissal
Energy Buffer Multiplies the Total damage absorbed by the number of Divination Focii
Lesser Mind Blank
Lesser Spell Mantle
Feeblemind
Level 6:
Globe of Invulnerability: Protects Caster From hell Penalties for 1 Round/4 Caster Levels
Greater Dispelling Deals 5 Unblockable Magic damage per Abj Focus
Greater Spell breach Deals 10 Unblockable Magic damage per abj focus
Legend Lore
True Seeing
Level 7:
Banishment
Spell Mantle
Power Word Stun
Energy Immunity
Level 8:
Mind Blank
Premonition: Multiplies total damage reduced by number of Abjuration feats works in caster shield + medium armor at most. when cast on an ally works with regular shields and medium armor on heavy armor it provides +15 (+1 for lsf div)/10 DR instead.
Level 9:
Greater Spell Mantle
Power Word Kill
Mordenkainen's Disjunction Deals 20 Unblockable Magic damage per Abj Spell focus
The Acolyte of the Shield gains the ability to change any spell to affect all allies in the same area by opting to drain one spell from that spell's level from his spellbook per 3 other allies this turns on/off with the !opt shield command.
The Acolyte of the Shield can also Once per day prevent all allies in the area from dying for 1 round/15 Caster Levels +1 for each LSF (div/abj) cap 6 rounds
The Acolyte of the Shield has special spells known only to the acolytes these spells are cast via a token and the token has 50 Charges and is recharged every rest.
Ward of Health: Provides CLx10 Temp HP to allies in area 2 Charges Lasts 1 turn/CL
Ward of Armor: Provides Character Level/3 cap 20 Dodge AC to allies in area 1 Charge Lasts 1turn/CL
Ward of Protection Provides CL/4 cap 16 to all saves to allies in area 3 Charge 1 turn/CL
Ward of Battle Provides CL/4 AB and Magical Damage to all allies in area 2 Charge 1 turn/CL
Ward of Magic Provides immunity to mord/breach to all allies in area 5 Charges lasts 1 round/6 CL
Seperate Token
Ultimate Ward 1/day Provides all the benefits of every ward for 1 round/CL
Requirements: 20 Wizard, Abjuration Specialization, Arcane Defense Abjuration, Arcane Defense Divination, GSF abjuration, GSF Divination. May never multiclass.
All of the Following spells use Wizard level + 4 for caster level all other spells have 100% arcane spell failure. any spell uses the game text shown otherwise the spell remains the same.
All Powerword Spells gain +250 to their max HP for every applicable category. +750 with both LSF Abjuration and LSF divination
Level 1:
Endure Elements: Gains +5% immunity to exotics at Character level 60
Ironguts: Provides (CL/4)/- resist to physical damage (cap 15)
Protection From Alignment
Shield: Provides CL/4 Shield AC (cap 16)+2 for LSF Abj for a max of 18
Identify: Provides 100% concealment for 2 seconds on target
Level 2:
Lesser Dispel: Deals 1 unblockable Magic damage per Abj Focus
Resist Elements: Provides 1%/4 Caster Levels Physical Immunity
Level 3:
Dispel Magic: Deals 3 unblockable Magic damage per Abj Focus
Magic Circle vs Alignment
Protection From elements: Provides 5/- elemental resist per Abjuration Focus and 2/- exotic resist per Divination Focus
Clairaudience/Clairvoyence
Find Traps
Level 4:
Lesser Spell Breach Deals 5 Unblockable Magic Damage per Abj Spell focus
Minor Globe of Invulnerability
Remove Curse
Remove Blindness/Deafness
Level 5:
Dismissal
Energy Buffer Multiplies the Total damage absorbed by the number of Divination Focii
Lesser Mind Blank
Lesser Spell Mantle
Feeblemind
Level 6:
Globe of Invulnerability: Protects Caster From hell Penalties for 1 Round/4 Caster Levels
Greater Dispelling Deals 5 Unblockable Magic damage per Abj Focus
Greater Spell breach Deals 10 Unblockable Magic damage per abj focus
Legend Lore
True Seeing
Level 7:
Banishment
Spell Mantle
Power Word Stun
Energy Immunity
Level 8:
Mind Blank
Premonition: Multiplies total damage reduced by number of Abjuration feats works in caster shield + medium armor at most. when cast on an ally works with regular shields and medium armor on heavy armor it provides +15 (+1 for lsf div)/10 DR instead.
Level 9:
Greater Spell Mantle
Power Word Kill
Mordenkainen's Disjunction Deals 20 Unblockable Magic damage per Abj Spell focus
The Acolyte of the Shield gains the ability to change any spell to affect all allies in the same area by opting to drain one spell from that spell's level from his spellbook per 3 other allies this turns on/off with the !opt shield command.
The Acolyte of the Shield can also Once per day prevent all allies in the area from dying for 1 round/15 Caster Levels +1 for each LSF (div/abj) cap 6 rounds
The Acolyte of the Shield has special spells known only to the acolytes these spells are cast via a token and the token has 50 Charges and is recharged every rest.
Ward of Health: Provides CLx10 Temp HP to allies in area 2 Charges Lasts 1 turn/CL
Ward of Armor: Provides Character Level/3 cap 20 Dodge AC to allies in area 1 Charge Lasts 1turn/CL
Ward of Protection Provides CL/4 cap 16 to all saves to allies in area 3 Charge 1 turn/CL
Ward of Battle Provides CL/4 AB and Magical Damage to all allies in area 2 Charge 1 turn/CL
Ward of Magic Provides immunity to mord/breach to all allies in area 5 Charges lasts 1 round/6 CL
Seperate Token
Ultimate Ward 1/day Provides all the benefits of every ward for 1 round/CL