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To take a level of High One warrior-wizard, a character must be a member of the Swords of the High One, have 1 rank in Knowledge (religion), have at least two paladin levels, and be about to take her 2nd, 4th, or 5th level of wizard.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
Wizards have the following game statistics. Abilities: Intelligence determines how powerful a spell a wizard can cast, how many spells she can cast, and how hard those spells are to resist (see Spells, below).
A wizard must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth).
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery . The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
Wizards receive a low amount of skill points per level. However if you consider that most wizards have a starting intelligence of 15-16 they easily get 5+ skill points when they level up. They aren't exactly skill monkeys, but they can max out several useful skills.
5th level: The ability to double the duration of illusions. As an added bonus, if the spell has duration concentration, you get a 1d4 bonus to its duration after you stop concentrating on it. The tradeoff is the 5th level wizard feat and the two free spells known at that level. 10th level: Nice ability, but not anything to die for.