To create a universal potion, you choose the maximum spell or infusion level it can hold 1st, 2nd, or 3rd. You then brew the universal potion, consulting the table below for the cost to create it. Universal potions have no market price, since only the creator can take advantage of their utility. An uncharged universal potion radiates faint magic of no school. Once the universal potion is brewed, you can place any infusion or arcane spell you know including spells in your spellbook, if you are a wizard of the appropriate level or lower into the potion by shaking the flask as a move action.
A character who uses infusions rather than arcane spells can imbue any infusion of the appropriate level or lower into the universal potion; treat this as an oil that holds the infusion. The spell or infusion to be placed into the universal potion must have a casting time of 1 minute or less; it otherwise follows the normal rules for the types of spells that can be put into potions.
Despite the name of this ability, you can create either a potion or an oil when you imbue the universal potion with the chosen spell. Placing a spell or imbuing an infusion into a universal potion doesn't actually cost you a spell slot or infusion slot, though if the spell or infusion requires a costly material component, focus, or an XP cost, you must expend the material component, have the focus on hand, or pay the XP cost. Upon completion of this action, the universal potion is treated as a standard potion or oil of the minimum caster level for the spell or infusion, and it can be used by any character normally.
Prestige Classes. And more! All Editions 3. At 17th level it increases once again, to Force resistance Immunity to Sleep Ex : At 12th level the Force Savant takes her first step towards transcending her mortal form, becoming immune to all sleep effects. Darkvision Ex : At 16th level the Force Savant becomes more and more an ascended being, gaining darkvision out to 60 feet.
Immunity to Paralysis and Poison Ex : At 19th level the Force Savant has almost shed her mortal form, gaining immunity to paralysis and poisons. Ethereal Ascension : At 20th level the Force Savant transcends her mortal form and becomes an Ethereal quasi-elemental. Her type changes to Elemental. She no longer needs to eat, sleep, or breathe.
She gains an elemental creatures immunity to stunning , and she is no longer subject to extra damage from critical hits or flanking. She also undergoes a physical change in appearance: her skin and hair pale to an eerie white or pale grey, and her veins pulse with a violet energy. Unlike a normal elemental, a Force Savant retains a soul separate from her body. She can be raised from the dead as per normal for a creature of her previous type.
Immunity to Force Ex : At 20th level, after ascending to a quasi-elemental form, the Force Savant is completely immune to Force damage. Impulses: A Force Savant does not learn additional Impulses past level 20, but whenever a Force Savant gains a level she may still replace an Impulse that she knows with another Impulse of the same or lower grade.
Bonus Feats : The epic Force Savant gains a bonus feat selected from the list of epic Force Savant bonus feats every three levels after 20th. Feat: Ability Focus Impulse Discharge. Combat: The unique nature of a Force Savant's abilities means that they are excellent defensive casters.
They can protect their party by warding against attacks, redirecting the enemy's projectiles, and denying the enemy strategic ground. Offensively, a Force Savant is not as flashy or outright damaging as many other casters but has the unique ability to bypass many physical defenses which are utterly ineffective against their point-based attacks.
Advancement: Force Savants rarely multiclass, and when they do it is usually to gain some physical abilities to complement their specialized magic. Force Savants have a wide variety of Impulses available to them, but can only effectively specialize in a small number of them; thus, two different Force Savants may have very different roles in their parties.
Daily Life: A normal day includes meditation, this prevents 'accidents'. Followed shortly by any racial routines. A Savant could be mistaken for being normal unless you do one of the following; A. Piss them off. Ask them for something simple. Talking to them. Characters with ranks in Knowledge Arcana can research Force Savants to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs. Force Savant 3.
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All pages needing to be reviewed Contents. Categories : Request Review DnD 3. Views Page Discussion Edit History. Her total result is Trapfinding: Savants can use the Search skill to locate traps when the task has a Difficulty Class higher than Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden.
Savants can use the Disable Device skill to disarm magic traps. A savant who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it without disarming it. Talent Lore: The savant gains a bonus feat at 2nd level and every five levels thereafter. His intense studies and wide range of training grant him access to specialized abilities and talents. Sneak Attack: Beginning at 3rd level, if a savant can catch an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage.
The savant's attack deals extra damage any time his target would be denied a Dexterity bonus to AC weather the target actually has a Dexterity bonus or not , or when the savant flanks his target.
This extra damage is 1d6 at 3rd level, and it increases by 1d6 every six savant levels thereafter. The savant never multiplies sneak attack damage on a successful critical hit. With a sap blackjack or an unarmed strike, a savant can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual penalty.
A savant can sneak attack only living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The savant must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
A savant cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Arcane Lore: Savants study magic with the same curiosity and intellectual rigor they use to approach other topics. Through an understanding of the basic theories of magic, the savant learns to cast a limited number of arcane spells.
At 5th level the savant gains access to arcane spells as shown on Table The savant must choose and prepare his spells ahead of time. Like other Spellcasters, a savant can cast only a certain number of spells of each level per day. His base allotment of spells is given below. In addition, the savant receives bonus arcane spells if he has a high Intelligence score.
At 5th level, the savant chooses two spells from his lists that he has acquired through research and diligent study. Each level afterward, he selects two more arcane spells from the savant arcane spell list.
The savant cannot select spells from a given level until he is high enough level to cast them. The savant must choose and prepare his spells ahead of time by getting a good night's sleep and spending 1 hour in study. While studying, the savant decides which spells to prepare.
The savant does not need a spellbook or similar item.
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