White Wizard
“Heavenly wind, carry us to the Holy Font, so that we may ease all suffering!”
-Niba Palaest, White Wizard of Ahrenheim and hero of the War of the Great Hammer
Lore : Those who win the friendship of the Dwarves of Ahreheim may, through deed and friendship, earn a look deep into the fortress' greatest treasure: The Font of Life, where the leyspring wells up to the surface and forms a direct line to the Positive Energy Plane. It is this Font from which the White Wizards, most famous of the denizens of Ahrenheim draw their power, a healing magic more pure and powerful than anything that can be cast with mere runes. While anyone who has looked into the Font and been blessed by it can claim the powers of the White Wizard, it is rare for those who would steal this power to have the temperament to choose it.
Prerequisites :
Alignment: Must be Good
Chi Reserve: Must have a Chi Reserve of at least 10 points.
Special: Must have looked into the Font of Life in the Dwarven fortress of Ahrenheim, far in the Wild Mainland.
Hit Dice: D6
Class Skills : The White Wizard class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int),Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armour Proficiency: White Wizards are proficient with all simple weapons, and with light and medium armour and shields.
Class Features : All of the following are class features of the White Wizard.
Lifeweave: The white wizard can channel the energy of the Font of Life into a healing spell. This functions in the same manner as casting a spell with Life as the core rune. The white wizard also chooses one Tier One Range or Shape Rune at first level, which they use to determine both the spell's Range and Shape. However, unlike normal spellcasting, Lifeweaving does not need Runestones. Lifeweaving is a form of Divine Magic.
Channel Life: Channeling Life causes a burst that affects all creatures in a 30-foot radius centered on the White Wizard. Living creatures are healed by the burst, while Undead are damaged. The amount of damage dealt or healed is equal to 2d6 points of damage plus 2d6 points of damage for every two white wizard levels beyond 1st (4d6 at 3rd, 6d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the white wizard's level + the white wizard's Wisdom modifier. Creatures healed by channel life cannot exceed their maximum hit point total—all excess healing is lost. A white wizard may channel energy a number of times per day equal to 3 + her Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A white wizard can choose whether or not to include herself in this effect.
Cleanse Aura: At second level, using ritual and small amounts of Life energy, a white wizard can perform a ceremony to balance and purify their own or another character's aura – their personal energies. The ritual takes thirty minutes to perform, during which the white wizard and the character must be uninterrupted. The ritual itself varies from white wizard to white wizard, and may include massage, laying on of hands, chanting, and perhaps incense or candles. At the end of the ritual, the character whose aura has been cleansed must make an Concentration check against a DC equal to 10 + their will save modifier. Until the following Dawn, the character gains a bonus to their Will and Fortitude saves equal to the white wizard's Concentration skill modifier.
Lifeweave 2: At fourth level, the white wizard may choose a Tier One or Tier Two rune to add to their list of Runes Known for use as a Range or Shape rune.
Improved Cleanse Aura:At sixth level, the white wizard may perform an improved version of the Aura Cleansing ritual. The ritual takes twice as long as normal, and requires a sacrifice of material components (candles and incense and massage oils) of a Koi value equal to the white wizard's character level x 50. At the conclusion of the ceremony, the character must pass a Concentration check against a DC equal to 10 + their will save modifier. Until the following dawn, they gain a bonus to their Will and Fortitude saves, as well as a Deflection bonus to their Armour Class equal to the white wizard's concentration skill modifier.
Lifeweave 3: At seventh level, the white wizard may choose a Tier One, Tier Two or Tier Three rune to add to their list of Runes Known for to use as a Range or Shape rune.
Piercing Life: At eighth level, add the white wizard's class level twice to any caster level checks they are required to make.
Lifeweave 4: At tenth level, the white wizard may choose any rune to add to their list of Runes Known for use as a Range or Shape rune.
White Magic: At tenth level, any Lifeweaving spell cast by the White Wizard gets a 2d6 bonus to the amount of HP healed. This bonus does not apply to regular spells cast by the White Wizard.
Holy Aura: At tenth level, the white wizard can lead others in the Cleanse Aura ritual. The ritual takes twice as long as normal, and requires a Perform (Oratory) check from the white wizard against a DC equal to ten plus the number of people wishing to follow them in the ritual, as well as a sacrifice of material components (candles and incense) of a Koi value equal to the combined level of every character who wishes to take part x 50. Each character taking part must be able to hear and see the white wizard and be free to move as directed. At the end of the ritual, each character who has taken part must make the concentration check, and gains the normal benefits of the aura cleansing ritual.
“Heavenly wind, carry us to the Holy Font, so that we may ease all suffering!”
-Niba Palaest, White Wizard of Ahrenheim and hero of the War of the Great Hammer
Lore : Those who win the friendship of the Dwarves of Ahreheim may, through deed and friendship, earn a look deep into the fortress' greatest treasure: The Font of Life, where the leyspring wells up to the surface and forms a direct line to the Positive Energy Plane. It is this Font from which the White Wizards, most famous of the denizens of Ahrenheim draw their power, a healing magic more pure and powerful than anything that can be cast with mere runes. While anyone who has looked into the Font and been blessed by it can claim the powers of the White Wizard, it is rare for those who would steal this power to have the temperament to choose it.
Prerequisites :
Alignment: Must be Good
Chi Reserve: Must have a Chi Reserve of at least 10 points.
Special: Must have looked into the Font of Life in the Dwarven fortress of Ahrenheim, far in the Wild Mainland.
Hit Dice: D6
Class Skills : The White Wizard class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int),Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armour Proficiency: White Wizards are proficient with all simple weapons, and with light and medium armour and shields.
Class Features : All of the following are class features of the White Wizard.
Lifeweave: The white wizard can channel the energy of the Font of Life into a healing spell. This functions in the same manner as casting a spell with Life as the core rune. The white wizard also chooses one Tier One Range or Shape Rune at first level, which they use to determine both the spell's Range and Shape. However, unlike normal spellcasting, Lifeweaving does not need Runestones. Lifeweaving is a form of Divine Magic.
Channel Life: Channeling Life causes a burst that affects all creatures in a 30-foot radius centered on the White Wizard. Living creatures are healed by the burst, while Undead are damaged. The amount of damage dealt or healed is equal to 2d6 points of damage plus 2d6 points of damage for every two white wizard levels beyond 1st (4d6 at 3rd, 6d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the white wizard's level + the white wizard's Wisdom modifier. Creatures healed by channel life cannot exceed their maximum hit point total—all excess healing is lost. A white wizard may channel energy a number of times per day equal to 3 + her Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A white wizard can choose whether or not to include herself in this effect.
Cleanse Aura: At second level, using ritual and small amounts of Life energy, a white wizard can perform a ceremony to balance and purify their own or another character's aura – their personal energies. The ritual takes thirty minutes to perform, during which the white wizard and the character must be uninterrupted. The ritual itself varies from white wizard to white wizard, and may include massage, laying on of hands, chanting, and perhaps incense or candles. At the end of the ritual, the character whose aura has been cleansed must make an Concentration check against a DC equal to 10 + their will save modifier. Until the following Dawn, the character gains a bonus to their Will and Fortitude saves equal to the white wizard's Concentration skill modifier.
Lifeweave 2: At fourth level, the white wizard may choose a Tier One or Tier Two rune to add to their list of Runes Known for use as a Range or Shape rune.
Improved Cleanse Aura:At sixth level, the white wizard may perform an improved version of the Aura Cleansing ritual. The ritual takes twice as long as normal, and requires a sacrifice of material components (candles and incense and massage oils) of a Koi value equal to the white wizard's character level x 50. At the conclusion of the ceremony, the character must pass a Concentration check against a DC equal to 10 + their will save modifier. Until the following dawn, they gain a bonus to their Will and Fortitude saves, as well as a Deflection bonus to their Armour Class equal to the white wizard's concentration skill modifier.
Lifeweave 3: At seventh level, the white wizard may choose a Tier One, Tier Two or Tier Three rune to add to their list of Runes Known for to use as a Range or Shape rune.
Piercing Life: At eighth level, add the white wizard's class level twice to any caster level checks they are required to make.
Lifeweave 4: At tenth level, the white wizard may choose any rune to add to their list of Runes Known for use as a Range or Shape rune.
White Magic: At tenth level, any Lifeweaving spell cast by the White Wizard gets a 2d6 bonus to the amount of HP healed. This bonus does not apply to regular spells cast by the White Wizard.
Holy Aura: At tenth level, the white wizard can lead others in the Cleanse Aura ritual. The ritual takes twice as long as normal, and requires a Perform (Oratory) check from the white wizard against a DC equal to ten plus the number of people wishing to follow them in the ritual, as well as a sacrifice of material components (candles and incense) of a Koi value equal to the combined level of every character who wishes to take part x 50. Each character taking part must be able to hear and see the white wizard and be free to move as directed. At the end of the ritual, each character who has taken part must make the concentration check, and gains the normal benefits of the aura cleansing ritual.
Level
1 2 3 4 5 6 7 8 9 10 |
Base Attack Bonus
+0 +1 1 2 2 3 3 4 4 5 |
Fort Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 |
Ref Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 |
Will Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 |
Abilities
Lifeweave, Channel Life 2d6 Cleanse Aura Channel Life 4d6 Lifeweave 2 Channel Life 6d6 Improved Cleanse Aura Lifeweave 3, Channel Life 8d6 Piercing Life Channel Life 10d6 Lifeweave 4, Holy Aura, White Magic |
Base CP
58 69 82 95 119 134 150 177 195 214 |