Pathfinder Familiar Item Slots

Key Terms You'll see these key terms in many witch class features. Hex: A hex is a short-term effect generated on the fly from your patron's magic, requiring your familiar to draw from your patron.As such, you can cast only one spell with the hex trait each turn; attempts to cast a second hex spell on the same turn fail and the spellcasting actions are lost. The following table presents all of the animal companions and familiars available to characters, divided into general categories that loosely define their body type as well as which magic item slots are available to them. Available slots followed by either “(saddle)”. Now, this is the different league: with such a big 2-slots buildings and 4x4 grid plus new separate slots, we have real opportunity to make a true Capital! Keep in mind that we need a big number of BPs to fill all the slots - around 1'000 will be OK. We have plenty of place to build: 4x4 square grid + double separate slot + 4 single separate slots.

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You are able to wear magic items more easily than other creatures of your kind.

Prerequisites: Non-humanoid body shape.

Benefit: Choose one magic item slot not normally available to creatures with your shape. You can now use magic items in that slot.

Special: Feats that are meant for familiars can be switched out for a familiar’s default feats (as listed in the familiar’s statistics) if the familiar meets the prerequisites. Such feat replacements must be made when the PC first acquires a new familiar, and-like all new feats from supplemental sources-the new feats should be approved by the GM before being integrated into play.

Pathfinder Player Companion: Animal Archive © 2013, Paizo Publishing, LLC; Authors: Amanda Hamon, Philip Minchin, Jason Nelson, Patrick Renie, Owen K.C. Stephens, and Christina Stiles.

Wizard is a class in Pathfinder: Kingmaker. Wizards use spells in battle. They can learn any numbers of spells, but they need to prepare them in order to be used in battle. Wizards can also specialize in one school of magic, gaining additional spells and powers based on that school

'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.'

Wizard Information

  • Skill Ranks per Level: 2 + Int modifier.
  • Alignment: Any
  • Hit Die: d6
  • 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.

Wizard Archetypes

Scroll Savant

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Wizard Familiar

NameBonus
Cat Familiar+3 Stealth checks, +2 Perception checks
Centipede Familiar+2 Will saves, +2 Perception checks
Chicken Familiar+3 hit points, +2 Perception checks
Dog Familiar+3 bonus on Lore(Nature), +2 Perception checks
Duck Familiar+3 bonus on Knowledge(World), +2 Perception checks
Hare Familiar+4 Initiative checks, +2 Perception checks
Jerboa Familiar+3 Athletics checks, +2 Perception checks
Lizard Familiar+1 natural armor bonus to AC, +2 Perception checks
Monkey Familiar+3 Mobility checks, +2 Perception checks
Rabbit Familiar+2 Reflex saves, +2 Perception checks
Rat Familiar+2 Fortitude saves, +2 Perception checks
Tarantula Familiar+3 Athletics checks, +2 Perception checks
Viper Familiar+3 Persuasion checks, +2 Perception checks

Wizard Progression

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1+000+2 Arcane bond, cantrips, Detected Magic, Wizard Bonus Feat, Specialist School, Wizard Proficiencies
Level 2 +100+3
Level 3 +1+1+1+3
Level 4 +2+1+1+3
Level 5 +2+1+1+4Wizard Bonus Feat
Level 6 +3+2+2+5
Level 7 +3+2+2+5
Level 8 +4+2+2+6
Level 9 +4+3+3+6
Level 10 +5+3+3+7Wizard Bonus Feat
Level 11 +5+3+3+7
Level 12 +6/+1+4+4+8
Level 13 +6/+1+4+4+8
Level 14 +7/+2+4+4+9
Level 15 +7/+2+5+5+9Wizard Bonus Feat
Level 16 +8/+3+5+5+10
Level 17 +8/+3+5+5+10
Level 18 +9/+4+6+6+11
Level 19 +9/+4+6+6+11
Level 20 +10/+5+6+6+12Wizard Bonus Feat

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.

Item

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.

Starting Spells: A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed 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).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

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.

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.

Wizard Abilities


Arcane Bond

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, while a bonded object is an item a wizard can use to cast additional spells.


Wizard Bonus Feat

At 1st, 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.


Wizard Proficiencies

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.


Detected Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.


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.


Opposition School

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.


Specialist School - Abjuration

The abjurer uses magic against itself, and masters the art of defensive and warding magics.

Resistance: 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.

Pathfinder Magic Item Slots

Protective Ward: 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: 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.


Energy Absorption

Pathfinder Familiar Item Slots Free Play

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.

Pathfinder Familiar Item Slots Codes

Classes
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