Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Spells per Day |
---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Improved ally | +1 level of existing spellcasting class |
2nd | +1 | +0 | +0 | +3 | Augment Summoning | +1 level of existing spellcasting class |
3rd | +1 | +1 | +1 | +3 | Extended summoning | +1 level of existing spellcasting class |
4th | +2 | +1 | +1 | +4 | Contingent conjuration | +1 level of existing spellcasting class |
5th | +2 | +1 | +1 | +4 | Planar cohort | +1 level of existing spellcasting class |
6th | + |
d4.
To qualify to become a thaumaturgist, a character must fulfill all the following criteria.
Wizard or sorcere class.
Strength of 13 or higher.
The thaumaturge’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Craft (thaumaturgy), Knowledge (Int), Profession (Wis), and Spellcraft (Int).
2 + Int modifier.
All of the following are features of the thaumaturge prestige class.
Thaumaturges gain no proficiency with any weapon or armor.
When a new thaumaturgist level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of thaumaturgist to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spellcasting class before he became a thaumaturgist, he must decide to which class he adds each level of thaumaturgist for the purpose of determining spells per day.
Special Abilities
The most basic of The Five Magics,
Thaumaturgy
relies on the conagion principle to redirect the power of an energy
source for to create real world kinetic effects and, at later levels,
alter forms and create voodoo dolls. Thaumaturgical manipulation is
physically strenuous and all Thaumaturges are required to
have Endurance and a minimum of a 13 of strength. Use of its
powers can cause fatigue and exhaustion. These powers are very
versatile however, and with practice, thaumaturges can learn to be good
at a number of specialized thaumaturgical tasks.
Three things
are needed before a thaumaturge can perform a a feat of thaumaturgyc:
Thaumaturgical manipulations require a concentration check (constitution based) of DC equall to 1 per 25 lbs of weight of target object.
The ammount of material that can be moved kinetcally is based on the thaumaturges level and his/her strength.
Spells can be used to maintain concentration (called tying off) of a static kinetic effect) The target, direction, or mode of effect cannot be changed when its tied off.
Thuamaturgy is a transmutation effect. Target objects gain no save. Target creatures gain a will save equall to 10 + level of thaumaturge.
May manipulate small objects at within 1 yard. Acts as ½ strength levitate spell. Precision is less than perfect and casting time is 1d2 full round actions. 50lb/level/strenth bonus
At 2nd level, a Journeyman can move larger objects within a twenty foot radius. This acts as a levitate spell with a full round action casting time. 100lb/level/strength bonus
The Advanced Journeyman begins to master thaumaturgical concepts and may invoke a double-strength levitate spell as a standard action and invoke a feather fall at will (with all three criteria in place). Range is sixty feet and the power source used with be diminished a maximum of ¾ of the source.. 200lb/level/strength bonus
Strong in understanding of principles. Kinetic control over an object so manipulated is equivalent to a telekinesis spell within a 120 foot range. Maximum wegth that can be manipulated in such a fashion is 25 lb lvl