Dimensionalist 2

Class GroupWizard
Ability Score RequirementsIntelligence 16
Prime RequisiteIntelligence
Races Allowed

Humanoids

Alignments AllowedAny
The DimensionalistSpellSlotsperSpellLevel
LevelXP NeededHit Dice (d4)THAC0/BAB123456789
10120/+01+11
23,000220/+02+11
36,000320/+02+111+11
412,000419/+13+112+11
524,000519/+14+112+111+11
648,000619/+14+112+112+11
772,000718/+24+113+112+111+11
8105,000818/+24+113+113+112+11
9160,000918/+24+113+113+112+111+11
10285,0009+117/+34+114+113+112+112+11
11425,0009+217/+34+114+114+113+113+11
12850,0009+317/+34+114+114+114+114+111+11
131,235,0009+416/+45+115+115+114+114+112+11
141,610,0009+516/+45+115+115+114+114+112+111+11
151,985,0009+616/+45+115+115+115+115+112+111+11
162,370,0009+715/+55+115+115+115+115+113+112+111+11
172,755,0009+815/+55+115+115+115+115+113+113+112+11
183,140,0009+915/+55+115+115+115+115+113+113+112+111+11
193,525,0009+1014/+65+115+115+115+115+113+113+113+111+11
203,910,0009+1114/+65+115+115+115+115+114+113+113+112+11
1This bonus spell slot can only be used to prepare a spell with a Dimensionalist effect.

Class Features

Hit Points

Hit Dice (Levels 1-9): 1d4 + HP Adjustment per level
Hit Dice (Levels 10+): +1 HP per level

Starting Equipment

Start with a spellbook and (1d4+1) x 10 gp to purchase starting equipment with. Can keep left over money.
Using the Alternate Starting Wealth house rule, the dimentionalist can instead begin play with a spellbook and 30 gp or the following pre-selected equipment:

Combat Proficiency

  • Cannot wear armor and cast spells at the same time.
  • Allowed to use daggers, quarterstaves, darts, knives, slings and light crossbows.

Proficiencies

Non-Weapon Proficiencies

  • Starts with 4 Non-Weapon Proficiencies.
  • Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18).
  • Can choose a Non-Weapon Proficiency at normal cost in the General and Wizard categories.
  • Can choose a Non-Weapon Proficiency at +1 cost from any other category.

Weapon Proficiencies

  • Starts at Level 1 with 1 Weapon Proficiency Slot
    • -5 Penalty to hit with weapons without proficiency.
  • Gains a Weapon Proficiency Slot every multiple of 6 levels (level 6, 12, 18).

Spellbook

Restricted Schools

Dimensionalists cannot learn spells from the schools of Enchantment or Necromancy unless that spell has a dimensionalist effect (See AD&D 2e Arcane Spells).

Learn Spells Roll

The learn spell roll can be found by looking up the Intelligence Ability Score table.

Starting Spells

There are multiple rules for how to obtain your starting spells, and your GM will choose which option you will be using.
Guaranteed Versatility
  • At 1st-level the spell book contains 5 spells.
    • 1 of the starting spells must be read magic
    • The dimensionalist then gains one offensive, one defensive, and one other spell. The final spell is a randomly chosen spell from the effect of Dimentionalism.
    • The dimensionalist need not make a Learn Spells roll for any of these spells as they are assumed to have learned them over the course of their long apprenticeship.
Fast Learner
  • At 1st-level the spell book contains 3d4 1st-level spells.
    • 2 of the starting spells must be read magic and detect magic.
    • The rest of the starting spells can be chosen from universal magic spells (1st-level spells only) without making a learn spells roll. Or make learn spells rolls for non-universal magic spells. The Dimensionalist can also choose one spell from the effect of Dimensionalism (1st-level spells only) without making a learn spells roll.
    • The GM may assign you spells instead to start with.
Spells of Choice
  • At 1st-level, the dimensionalist chooses 1st-level spells they wish to gain and must roll learn spells checks for each spell, stopping when all 1st-level spells have been exhausted or when the dimensionalist has learned their maximum number of spells.
    • No spells are guaranteed using this method, and there is a chance that the dimensionalist starts with 0 spells, having to resort to finding spells through other means and fighting with weapons until that point.

Learning New Spells

  • Can only learn spells of a level for which you have spell slots.
  • Can learn a spell from another's spell book with a learn spells roll.
  • Gain 1 spell when leveling up. This spell must be a dimension spell, and must be approved by the DM.
  • The maximum number of spells you can learn per level can be found by looking up the Intelligence Ability Score table.

Casting Spells

  • A wizard cannot just cast any spell they have learned. They must memorize these spells into appropriate spell slots ahead of time.
  • The wizard can only cast spells that they have memorized. The wizard cannot cast that spell again once cast, until they return to their spell book and memorizes it again.
  • A wizard cannot choose to forget a memorized spell to replace it with another one. They can, however, cast a spell just to cleanse his mind for another spell.

Special Resistances

  • Non-Dimensionalists hit by a dimension spell save at a -1 penalty.
  • Dimensionalists gain a +1 bonus to saving throws against dimension spells.
    • This penalty increases to -2 if the target is a specialist of an opposition school (enchantment or necromancy).
  • +15% chance when learning Dimension spells
  • -15% chance when learning spells from other schools.
  • At 8th level, once per day, the dimensionalist gains the power to disappear by stepping into a pocket dimension.
    • While in the pocket dimension, they are only detectable by spells that can discern dimensional openings and is immune to any attack, but they also have no way of knowing what's happening in the place they left until they choose to step back into the real world.
    • The dimensionalist may remain for up to one hour before they are forced to exit
    • While inside they can take any actions he desires (sleeping, reading, drinking a potion, or so on).
    • The pocket dimension's point of exit is always the exact same place the dimensionalist entered the dimension.
      • If the exact place is occupied by fully solid matter, such as another creature or fallen stones, the dimensionalist instead exits in the nearest open space. This does not happen for harmful, but non-solid, matter such as fire or water.
    • No spells that will allow the dimensionalist to leave the pocket without first reentering the real world can function in the extradimensional place, including Teleport, Dimension Door, Shadow Walk, and similar spells.
  • At 11th level, the dimensionalist may bring one other human-sized creature or an object weighing less than 500 pounds with them into their pocket dimension.
  • At 14th level, they may bring up to five companions or an object weighing 1,500 pounds into their pocket dimension.
    • In either case, the dimensionalist must only be touching the object, and it must not be part of a larger whole (Such as a stone that is connected to the floor) but can be resting on or held by something else (Such as a fallen boulder). Any objects taken in with the dimensionalist return to their original position when the dimensionalist leaves.
 

Saving Throws

Experience LevelParalyzation, Poison, or Death MagicRod, Staff, or WandPetrification or Polymorph1Breath Weapon2Spell3
1-51411131512
6-10139111310
11-151179118
16-20105796
21+83574
1Excluding polymorph wand attacks.
2Excluding those that cause petrification or polymorph.
3Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Dimensionalist Spells


1st-Level


2nd-Level


3rd-Level


4th-Level


5th-Level


6th-Level


7th-Level


8th-Level


9th-Level


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