Medium (3.5e Prestige Class)

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Medium

—,

An Arcane Spellcaster who relies on Necromancy and Divination spells.

Becoming a Medium

Making a Medium differs little from making a normal Wizard. He still requires good Intelligence for his spells, Constitution for his hit points and Dexterity for his AC.

Entry Requirements
Spellcasting: Must be able to cast Level 2 Arcane spells from the wise wizard Lists.
Special: Must be able to Summon Familiar.
Table: The Medium

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting or Manifesting Spells per Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+2+1+1+4 School Apprentice +1 level of Wise Wizard spellcasting class.432-
2nd+2+1+1+4 Bonus Feat +1 level of Wise Wizard spellcasting class.4321
3rd+3+2+2+5 +1 level of Wise Wizard spellcasting class.4332-
4th+3+2+2+5 +1 level of Wise Wizard spellcasting class.44321
5th+4+2+2+6 School Adept +1 level of Wise Wizard spellcasting class.44332
6th+4+3+3+6 +1 level of Wise Wizard spellcasting class.444321
7th+5+3+3+7 Bonus Feat +1 level of Wise Wizard spellcasting class.444332
8th+5+3+3+7 +1 level of Wise Wizard spellcasting class.4444321
9th+6/+1+4+4+8 School Expert +1 level of Wise Wizard spellcasting class.4444322
10th+6/+1+4+4+8 +1 level of Wise Wizard spellcasting class.44444321

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All Skills) (Int) (Int), (Int), Profession (Wis), Spellcraft (Int).

Table: The Epic Medium
LevelSpecial
11th+1 level of Wise Wizard spellcasting class.
12thBonus Feat, +1 level of Wise Wizard spellcasting class.
13thSchool Mastery, +1 level of Wise Wizard spellcasting class.
14th+1 level of Wise Wizard spellcasting class.
15th+1 level of Wise Wizard spellcasting class.
16th+1 level of Wise Wizard spellcasting class.
17thBonus Feat, +1 level of Wise Wizard spellcasting class.

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All Skills), (Int), (Int), Profession (Wis), Spellcraft (Int).

Class Features

. All of the following are class features of the .

School Apprentice: At 1st Level, the Medium chooses a school of Magic that he specializes in. His choices are Necromancy and Divination. Once he chooses, he cannot change his choice later on.

Necromancy: Whenever the Medium casts a Necromancy spell that reduces his target's ability scores it deals an extra point of Ability Damage/Drain as appropriate. (IE, Ray of Enfeeblement)

Divination: Whenever the Medium Casts a Divination spell, reduce the cost of any material or xp components by 1/3

Bonus Feat: At 2nd Level, and every 5 levels thereafter, the Medium gains a bonus feat. This must be a Metamagic or Item Creation Feat.

School Adept: At 5th Level, the Medium's School Specialization improves based upon the choice he made at 4th Level.

Necromancy Whenever the Medium Casts a Necromancy spell that Allows him to create or command undead, increase the Maximum HD allowed on a single creature by 2.

Divination When Using a Divination Spell, the Medium gains a +1 Bonus to his Saves, Attack Rolls, And AC for 1 min/level of the spell.

School Expert: At 9th Level, the Medium's School Specialization improves based upon the choice he made at 4th Level.

Necromancy Increase the DC of saves vs. your Necromancy Spells by 1.

Divination: When attempting to scry on an area that has been protected by Anti-Divination spells, you may make a caster check as if dispelling the Anti-Divination spells. This of course does not dispel the effect, it simply allows you to use your spell without penalty.

School Mastery: At 13th Level, the Medium's School Specialization improves based upon the choice he made at 4th Level.

Necromancy Whenever the Medium slays an opponent with a Necromancy spell, he gains 1d6 hit points.

Divination: Whenever the Medium casts a Divination spell, he need not spend any material components (xp excluded), and does not need a focus.

Spellcasting: At , you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a , you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Manifesting: At , you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a , you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.

Spells: To cast a particular spell, you must have an score of at least 10 + the spell's level. Your bonus spells are based on your . Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your bonus (if any).

You cast spells as a does. Table: Spells Known, below, details how many spells you can learn at each level. An epic ’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

0, , .

1st, , .

2nd, , .

3rd, , .

4th, , .

5th, , .

6th, , .

7th, , .

8th, , .

9th, , .

Table: Medium Spells Known
LevelSpells Known
01st2nd3rd4th5th6th7th8th9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th

Power Points/Day: Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The Medium. In addition, you receive bonus power points per day if you have a high score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. Your power points and bonus power points at each level do not increase automatically after 10th level.

Powers Known: You begin play knowing X Medium powers of your choice. Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.

The Difficulty Class for saving throws against Medium powers is 10 + the power's level + your modifier.

Your powers known at each level do not increase automatically after 10th level.

You choose your powers from the following list (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats allow you to learn powers from the lists of other classes.):

1st, , .

2nd, , .

3rd, , .

4th, , .

5th, , .

6th, , .

7th, , .

8th, , .

9th, , .

Maximum Power Level Known: This column determines the highest level power you can learn at this level.

To learn or manifest a power, you must have an score of at least 10 + the power’s level.

(Ex):

(Ps):

(Sp):

(Su):

:

: See the archmage's "High Arcana" for an example: http://www.dandwiki.com/wiki/SRD:Archmage#High_Arcana-->}} .


Bonus Feats: .

The epic medium gains a bonus feat (selected from the list of epic feats) every levels after .

Epic Bonus Feat List:

Ex-Mediums


Playing a Medium

Combat:

Advancement:

Resources:

Mediums in the World


NPC Reactions:

Medium Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DCResult
11.
16.
21.
26.

Mediums in the Game


Adaptation:

Sample Encounter:

EL whatever:


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