Beyond the veil of the mundane hide the secrets of absolute power.
The works of beings beyond mortals, the legends of realms where gods
and spirits tread, the lore of creations both wondrous and
terrible—such mysteries call to those with the ambition and the
intellect to rise above the common folk to grasp true might. Such is
the path of the wizard. These shrewd magic-users seek, collect, and
covet esoteric knowledge, drawing on cultic arts to work wonders beyond
the abilities of mere mortals. While some might choose a particular
field of magical study and become masters of such powers, others
embrace versatility, reveling in the unbounded wonders of all magic. In
either case, wizards prove a cunning and potent lot, capable of smiting
their foes, empowering their allies, and shaping the world to their
every desire.
Role: While universalist wizards might
study to prepare themselves for any manner of danger, specialist
wizards research schools of magic that make them exceptionally skilled
within a specific focus. Yet no matter their specialty, all wizards are
masters of the impossible and can aid their allies in overcoming any
danger.
Alignment: Any
Hit Die: d6
Starting Wealth: 2d6 × 10 gp (average 70 gp)
Class Skills: The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Table: Wizard
| Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spells per Day |
| 0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
| 1st |
+0 |
+0 |
+0 |
+2 |
Arcane bond, arcane school, cantrips, Scribe Scroll
|
3 |
1 |
— |
— |
— |
— |
— |
— |
— |
— |
| 2nd |
+1 |
+0 |
+0 |
+3 |
|
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
| 3rd |
+1 |
+1 |
+1 |
+3 |
|
4 |
2 |
1 |
— |
— |
— |
— |
— |
— |
— |
| 4th |
+2 |
+1 |
+1 |
+4 |
|
4 |
3 |
2 |
— |
— |
— |
— |
— |
— |
— |
| 5th |
+2 |
+1 |
+1 |
+4 |
Bonus feat |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
— |
| 6th |
+3 |
+2 |
+2 |
+5 |
|
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
— |
| 7th |
+3 |
+2 |
+2 |
+5 |
|
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
| 8th |
+4 |
+2 |
+2 |
+6 |
|
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
| 9th |
+4 |
+3 |
+3 |
+6 |
|
4 |
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
| 10th |
+5 |
+3 |
+3 |
+7 |
Bonus feat |
4 |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
| 11th |
+5 |
+3 |
+3 |
+7 |
|
4 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
| 12th |
+6/+1 |
+4 |
+4 |
+8 |
|
4 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
| 13th |
+6/+1 |
+4 |
+4 |
+8 |
|
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
— |
| 14th |
+7/+2 |
+4 |
+4 |
+9 |
|
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
— |
| 15th |
+7/+2 |
+5 |
+5 |
+9 |
Bonus feat |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
| 16th |
+8/+3 |
+5 |
+5 |
+10 |
|
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
| 17th |
+8/+3 |
+5 |
+5 |
+10 |
|
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
| 18th |
+9/+4 |
+6 |
+6 |
+11 |
|
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
| 19th |
+9/+4 |
+6 |
+6 |
+11 |
|
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
| 20th |
+10/+5 |
+6 |
+6 |
+12 |
Bonus feat |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
Class Features
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The following are the class features of the wizard.
Weapon and Armor Proficiency:
Wizards are proficient with the club, dagger, heavy crossbow, light
crossbow, and quarterstaff, but not with any type of armor or shield.
Armor interferes with a wizard's movements, which can cause his spells
with somatic components to fail.
Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A
wizard can cast only a certain number of spells of each spell level per
day. His base daily spell allotment is given on Table: Wizard. In
addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A
wizard may know any number of spells. He must choose and prepare his
spells ahead of time by getting 8 hours of sleep and spending 1 hour
studying his spellbook. While studying, the wizard decides which spells
to prepare.
Bonus Languages
A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Sp)
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar
or a bonded object. A familiar is a magical pet that enhances the
wizard's skills and senses and can aid him in magic, while a bonded
object is an item a wizard can use to cast additional spells or to
serve as a magical item. Once a wizard makes this choice, it is
permanent and cannot be changed. Rules for bonded items are given
below, while rules for familiars are at the end of this section.
Wizards
who select a bonded object begin play with one at no cost. Objects that
are the subject of an arcane bond must fall into one of the following
categories: amulet, ring, staff, wand, or weapon. These objects are
always masterwork quality. Weapons acquired at 1st level are not made
of any special material. If the object is an amulet or ring, it must be
worn to have effect, while staves, wands, and weapons must be wielded.
If a wizard attempts to cast a spell without his bonded object worn or
in hand, he must make a concentration check
or lose the spell. The DC for this check is equal to 20 + the spell's
level. If the object is a ring or amulet, it occupies the ring or neck
slot accordingly.
A bonded object can be used once per day
to cast any one spell that the wizard has in his spellbook and is
capable of casting, even if the spell is not prepared. This spell is
treated like any other spell cast by the wizard, including casting
time, duration, and other effects dependent on the wizard's level. This
spell cannot be modified by metamagic feats or other abilities. The
bonded object cannot be used to cast spells from the wizard's
opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats
and if he meets the level prerequisites of the feat. For example, a
wizard with a bonded dagger must be at least 5th level to add magic
abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats).
If the bonded object is a wand, it loses its wand abilities when its
last charge is consumed, but it is not destroyed and it retains all of
its bonded object properties and can be used to craft a new wand. The
magic properties of a bonded object, including any magic abilities
added to the object, only function for the wizard who owns it. If a
bonded object's owner dies, or the item is replaced, the object reverts
to being an ordinary masterwork item of the appropriate type.
If
a bonded object is damaged, it is restored to full hit points the next
time the wizard prepares his spells. If the object of an arcane bond is
lost or destroyed, it can be replaced after 1 week in a special ritual
that costs 200 gp per wizard level plus the cost of the masterwork
item. This ritual takes 8 hours to complete. Items replaced in this way
do not possess any of the additional enchantments of the previous
bonded item. A wizard can designate an existing magic item as his
bonded item. This functions in the same way as replacing a lost or
destroyed item except that the new magic item retains its abilities
while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School
A wizard can choose to specialize in one school of magic, gaining
additional spells and powers based on that school. This choice must be
made at 1st level, and once made, it cannot be changed. A wizard that
does not select a school receives the universalist school instead.
A
wizard that chooses to specialize in one school of magic must select
two other schools as his opposition schools, representing knowledge
sacrificed in one area of arcane lore to gain mastery in another. A
wizard who prepares spells from his opposition schools must use two
spell slots of that level to prepare the spell. For example, a wizard
with evocation as an opposition school must expend two of his available
3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks
made when crafting a magic item that has a spell from one of his
opposition schools as a prerequisite. A universalist wizard can prepare
spells from any school without restriction.
Each arcane
school gives the wizard a number of school powers. In addition,
specialist wizards receive an additional spell slot of each spell level
he can cast, from 1st on up. Each day, a wizard can prepare a spell
from his specialty school in that slot. This spell must be in the
wizard's spellbook. A wizard can select a spell modified by a metamagic
feat to prepare in his school slot, but it uses up a higher-level spell
slot. Wizards with the universalist school do not receive a school slot.
Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day,
as noted on Table: Wizard under “Spells per Day.” These spells are cast
like any other spell, but they are not expended when cast and may be
used again. A wizard can prepare a cantrip from an opposition school,
but it uses up two of his available slots (see below).
Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bonus Feats
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery.
The wizard must still meet all prerequisites for a bonus feat,
including caster level minimums. These bonus feats are in addition to
the feats that a character of any class gets from advancing levels. The
wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery
when choosing those feats.
Spellbooks
A wizard must study his spellbook each day to prepare his spells. He
cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A
wizard begins play with a spellbook containing all 0-level wizard
spells (except those from his prohibited schools, if any; see Arcane
Schools) plus three 1st-level spells of his choice. The wizard also
selects a number of additional 1st-level spells equal to his Intelligence
modifier to add to the spellbook. At each new wizard level, he gains
two new spells of any spell level or levels that he can cast (based on
his new wizard level) for his spellbook. At any time, a wizard can also
add spells found in other wizards' spellbooks to his own (see Magic).
Arcane Schools
The following descriptions detail each arcane school and its corresponding powers.
Abjuration School
The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Resistance (Ex):
You gain resistance 5 to an energy type of your choice, chosen when you
prepare spells. This resistance can be changed each day. At 11th level,
this resistance increases to 10. At 20th level, this resistance changes
to immunity to the chosen energy type.
Protective Ward (Su):
As a standard action, you can create a 10-foot-radius field of
protective magic centered on you that lasts for a number of rounds
equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five wizard levels
you possess. You can use this ability a number of times per day equal
to 3 + your Intelligence modifier.
Energy Absorption (Su):
At 6th level, you gain an amount of energy absorption equal to 3 times
your wizard level per day. Whenever you take energy damage, apply
immunity, vulnerability (if any), and resistance first and apply the
rest to this absorption, reducing your daily total by that amount. Any
damage in excess of your absorption is applied to you normally.
Conjuration School
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner's Charm (Su): Whenever you cast a conjuration (summoning)
spell, increase the duration by a number of rounds equal to 1/2 your
wizard level (minimum 1). At 20th level, you can change the duration of
all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Acid Dart (Sp):
As a standard action you can unleash an acid dart targeting any foe
within 30 feet as a ranged touch attack. The acid dart deals 1d6 points
of acid damage + 1 for every two wizard levels you possess. You can use
this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Dimensional Steps (Sp):
At 8th level, you can use this ability to teleport up to 30 feet per
wizard level per day as a standard action. This teleportation must be
used in 5-foot increments and such movement does not provoke an attack of opportunity.
You can bring other willing creatures with you, but you must expend an
equal amount of distance for each additional creature brought with you.
Divination School
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed
until you take an action. In addition, you receive a bonus on
initiative checks equal to 1/2 your wizard level (minimum +1). At 20th
level, anytime you roll initiative, assume the roll resulted in a
natural 20.
Diviner's Fortune (Sp):
When you activate this school power, you can touch any creature as a
standard action to give it an insight bonus on all of its attack rolls,
skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence
Scrying Adept (Su): At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying.
In addition, whenever you scry on a subject, treat the subject as one
step more familiar to you. Very familiar subjects get a –10 penalty on
their save to avoid your scrying attempts.
Enchantment School
The enchanter uses magic to control and manipulate the minds of his victims.
Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks.
This bonus increases by +1 for every five wizard levels you possess, up
to a maximum of +6 at 20th level. At 20th level, whenever you succeed
at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
Dazing Touch (Sp): You can cause a living creature to become dazed
for 1 round as a melee touch attack. Creatures with more Hit Dice than
your wizard level are unaffected. You can use this ability a number of
times per day equal to 3 + your Intelligence modifier.
Aura of Despair (Su):
At 8th level, you can emit a 30-foot aura of despair for a number of
rounds per day equal to your wizard level. Enemies within this aura
take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.
Evocation School
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Intense Spells (Su):
Whenever you cast an evocation spell that deals hit point damage, add
1/2 your wizard level to the damage (minimum +1). This bonus only
applies once to a spell, not once per missile or ray, and cannot be
split between multiple missiles or rays. This damage is of the same
type as the spell. At 20th level, whenever you cast an evocation spell
you can roll twice to penetrate a creature's spell resistance and take
the better result.
Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile.
The force missile deals 1d4 points of damage plus the damage from your
intense spells evocation power. This is a force effect. You can use
this ability a number of times per day equal to 3 + your Intelligence modifier.
Elemental Wall (Sp):
At 8th level, you can create a wall of energy that lasts for a number
of rounds per day equal to your wizard level. These rounds do not need
to be consecutive. This wall deals acid, cold, electricity, or fire
damage, determined when you create it. The elemental wall otherwise
functions like wall of fire.
Illusion School
Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Extended Illusions (Su):
Any illusion spell you cast with a duration of “concentration” lasts a
number of additional rounds equal to 1/2 your wizard level after you
stop maintaining concentration (minimum +1 round). At 20th level, you
can make one illusion spell with a duration of “concentration” become
permanent. You can have no more than one illusion made permanent in
this way at one time. If you designate another illusion as permanent,
the previous permanent illusion ends.
Blinding Ray (Sp):
As a standard action you can fire a shimmering ray at any foe within 30
feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Invisibility Field (Sp): At 8th level, you can make yourself Invisible
as a swift action for a number of rounds per day equal to your wizard
level. These rounds do not need to be consecutive. This otherwise
functions as greater invisibility.
Necromancy School
The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel
. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened
for 1 round if it has fewer Hit Dice than your wizard level. You can
use this ability a number of times per day equal to 3 + your Intelligence modifier.
Life Sight (Su):
At 8th level, you gain blindsight to a range of 10 feet for a number of
rounds per day equal to your wizard level. This ability only allows you
to detect living creatures and undead creatures. This sight also tells
you whether a creature is living or undead. Constructs and other
creatures that are neither living nor undead cannot be seen with this
ability. The range of this ability increases by 10 feet at 12th level,
and by an additional 10 feet for every four levels beyond 12th.
Transmutation School
Transmuters use magic to change the world around them.
Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution).
This bonus increases by +1 for every five wizard levels you possess to
a maximum of +5 at 20th level. You can change this bonus to a new
ability score when you prepare spells. At 20th level, this bonus
applies to two physical ability scores of your choice.
Telekinetic Fist (Sp):
As a standard action you can strike with a telekinetic fist, targeting
any foe within 30 feet as a ranged touch attack. The telekinetic fist
deals 1d4 points of bludgeoning damage + 1 for every two wizard levels
you possess. You can use this ability a number of times per day equal
to 3 + your Intelligence modifier.
Change Shape (Sp):
At 8th level, you can change your shape for a number of rounds per day
equal to your wizard level. These rounds do not need to be consecutive.
This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.
Universalist School
Wizards who do not specialize (known as as universalists) have the most diversity of all arcane spellcasters.
Hand of the Apprentice (Su):
You cause your melee weapon to fly from your grasp and strike a foe
before instantly returning to you. As a standard action, you can make a
single attack using a melee weapon at a range of 30 feet. This attack
is treated as a ranged attack with a thrown weapon, except that you add
your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength).
This ability cannot be used to perform a combat maneuver. You can use
this ability a number of times per day equal to 3 + your Intelligence modifier.
Metamagic Mastery (Su): At 8th level, you can apply any one metamagic feat
that you know to a spell you are about to cast. This does not alter the
level of the spell or the casting time. You can use this ability once
per day at 8th level and one additional time per day for every two
wizard levels you possess beyond 8th. Any time you use this ability to
apply a metamagic feat that increases the spell level by more than 1,
you must use an additional daily usage for each level above 1 that the
feat adds to the spell. Even though this ability does not modify the
spell's actual level, you cannot use this ability to cast a spell whose
modified spell level would be above the level of the highest-level
spell that you are capable of casting.
Cold Specialist from The Genius Guide To: Ice Magic
Cold Specialist
Wizards who are cold specialists focus on arcane cold of all schools, rather than studying one school of magic as most wizards do.
Resistance (Ex): You gain cold resistance 10. At 11th level, this resistance increases to 15. At 20th level, this resistance changes to immunity to cold damage.
Intense Cold (Su): Whenever you cast a spell that deals cold damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. At 20th level, whenever you cast a spell with the [cold] descriptor you can roll twice to penetrate a creature’s spell resistance and take the better result.
Cold Mastery (Su): At 6th level, anytime you are within 30 feet of a creature of the [Cold] subtype, as a free action you can make a Knowledge (arcana) check to learn its type (and all subtypes) and any information usually gained from a Knowledge check appropriate to its type. The DC of this check is 10 + the creature’s CR.
You also make a Knowledge (arcana) check as a free action whenever anyone within your line of sight casts a spell with the + the spell’s levelerrata?. On a successful check you know the name, level, and general effect of the spell being cast.
Any time a spellcaster casts a spell with the [cold] or [fire] descriptors, and you have identified the spell being cast, you may use any prepared spell of the same or higher level in an attempt to counterspell the [cold] or [fire] spell.
The Genius Guide To: Ice Magic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
Familiars
| Familiar | Special Ability |
| Bat | Master gains a +3 bonus on Fly checks |
| Cat | Master gains a +3 bonus on Stealth checks |
| Hawk | Master gains a +3 bonus on sight-based and opposed Perception checks in bright light |
| Lizard | Master gains a +3 bonus on Climb checks |
| Monkey | Master gains a +3 bonus on Acrobatics checks |
| Owl | Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness |
| Rat | Master gains a +2 bonus on Fortitude saves |
| Raven* | Master gains a +3 bonus on Appraise checks |
| Viper | Master gains a +3 bonus on Bluff checks |
| Toad | Master gains +3 hit points |
| Weasel | Master gains a +2 bonus on Reflex saves |
| *A raven familiar can speak one language of its master's choice as a supernatural ability. |
A
familiar is an animal chosen by a spellcaster to aid him in his study
of magic. It retains the appearance, Hit Dice, base attack bonus, base
save bonuses, skills, and feats of the normal animal it once was, but
is now a magical beast for the purpose of effects that depend on its
type. Only a normal, unmodified animal may become a familiar. An animal
companion cannot also function as a familiar.
A familiar
grants special abilities to its master, as given on the table below.
These special abilities apply only when the master and familiar are
within 1 mile of each other.
Levels of different classes
that are entitled to familiars stack for the purpose of determining any
familiar abilities that depend on the master's level.
If a
familiar is lost or dies, it can be replaced 1 week later through a
specialized ritual that costs 200 gp per wizard level. The ritual takes
8 hours to complete.
Familiar Basics
Use the basic statistics for a creature of the familiar's kind, but with the following changes.
Hit Dice:
For the purpose of effects related to number of Hit Dice, use the
master's character level or the familiar's normal HD total, whichever
is higher.
Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.
Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will
+0) or the master's (as calculated from all his classes), whichever is
better. The familiar uses its own ability modifiers to saves, and it
doesn't share any of the other bonuses that the master might have on
saves.
Skills: For each skill in which either the
master or the familiar has ranks, use either the normal skill ranks for
an animal of that type or the master's skill ranks, whichever is
better. In either case, the familiar uses its own ability modifiers.
Regardless of a familiar's total skill modifiers, some skills may
remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Familiar Ability Descriptions:
All familiars have special abilities (or impart abilities to their
masters) depending on the master's combined level in classes that grant
familiars, as shown on the table below. The abilities are cumulative.
| Master Class Level | Natural Armor Adj. | Int | Special |
| 1st–2nd | +1 | 6 | Alertness, improved evasion, share spells, empathic link |
| 3rd–4th | +2 | 7 | Deliver touch spells |
| 5th–6th | +3 | 8 | Speak with master |
| 7th–8th | +4 | 9 | Speak with animals of its kind |
| 9th–10th | +5 | 10 | — |
| 11th–12th | +6 | 11 | Spell resistance |
| 13th–14th | +7 | 12 | Scry on familiar |
| 15th–16th | +8 | 13 | — |
| 17th–18th | +9 | 14 | — |
| 19th–20th | +10 | 15 | — |
Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.
Int: The familiar's Intelligence score.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells:
The wizard may cast a spell with a target of “You” on his familiar (as
a touch spell) instead of on himself. A wizard may cast spells on his
familiar even if the spells do not normally affect creatures of the
familiar's type (magical beast).
Empathic Link (Su):
The master has an empathic link with his familiar to a 1 mile distance.
The master can communicate emphatically with the familiar, but cannot
see through its eyes. Because of the link's limited nature, only
general emotions can be shared. The master has the same connection to
an item or place that his familiar does.
Deliver Touch Spells (Su):
If the master is 3rd level or higher, a familiar can deliver touch
spells for him. If the master and the familiar are in contact at the
time the master casts a touch spell, he can designate his familiar as
the “toucher.” The familiar can then deliver the touch spell just as
the master would. As usual, if the master casts another spell before
the touch is delivered, the touch spell dissipates.
Speak with Master (Ex):
If the master is 5th level or higher, a familiar and the master can
communicate verbally as if they were using a common language. Other
creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex):
If the master is 7th level or higher, a familiar can communicate with
animals of approximately the same kind as itself (including dire
varieties): bats with bats, cats with felines, hawks and owls and
ravens with birds, lizards and snakes with reptiles, monkeys with other
simians, rats with rodents, toads with amphibians, and weasels with
ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Spell Resistance (Ex):
If the master is 11th level or higher, a familiar gains spell
resistance equal to the master's level + 5. To affect the familiar with
a spell, another spellcaster must get a result on a caster level check
(1d20 + caster level) that equals or exceeds the familiar's spell
resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Arcane Spells and Armor
Armor restricts the complicated gestures required while casting any spell that has a somatic component. The
armor and shield descriptions list the arcane spell failure chance for different armors and shields.
If
a spell doesn't have a somatic component, an arcane spellcaster can
cast it with no arcane spell failure chance while wearing armor. Such
spells can also be cast even if the caster's hands are bound or he is
grappling (although concentration checks still apply normally). The
metamagic feat Still Spell
allows a spellcaster to prepare or cast a spell without the somatic
component at one spell level higher than normal. This also provides a
way to cast a spell while wearing armor without risking arcane spell
failure.