Post by Latronis on Aug 19, 2011 6:44:55 GMT -5
Hit Die
d4.
Mage Class Skill Set
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge(Arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Device (Pre).
In addition you receive an additional class skill set based on your chosen path. (See Below)
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Class Features
All of the following are class features of the Mage.
Weapon and Armor Proficiency
Mage are proficient with only Basic Weapons (club, dagger, light crossbow, and quarterstaff) but not with any type of armor or shield. Though some paths may grant additional proficiencies(see below) Armor of any type interferes with a mage’s movements, which can cause his spells with somatic components to fail.
Spells
A mage casts arcane spells which are drawn from the Mage spell list.
To learn, prepare, or cast a spell, the mage's primary spellcasting stat must be equal to at least 10 + the spell level. The primary spellcasting stat is determined by your chosen path.
The Difficulty Class for a saving throw against a mage's spell is 10 + the spell level + the caster’s Presence modifier.
Like other spellcasters, a mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Mage. In addition, he receives bonus spells per day if he has a high Intelligence score.
A mage may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare. The number of spells you prepare of each level is given on Table: Mage spells prepared.
A mage need not prepare multiple copies of spells in any given day, he can cast any spell he has prepared at any time, assuming he has not yet used up his spells per day for that spell level.
Bonus Feats See Path
At 1st level and again at 5th, 10th, 15th, and 20th level, a mage gains a bonus feat. The mage must still meet all prerequisites for a bonus feat, including caster level minimums.
Which feats the mage can choose from are determined by his chosen path.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels.
Spellbooks
A mage must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for cantrips, which all mages can cast from memory(see cantrips).
A mage begins play with a spellbook containing three 1st-level spells of your choice. For each point of Intelligence bonus the mage has, the spellbook holds one additional 1st-level spell of your choice. At each new mage level, he gains two new spells of any spell level or levels that he can cast (based on his new mage level) for his spellbook. At any time, a mage can also add spells found in other mage’s spellbooks to his own.
School Specialization
A school is one of six groupings of spells, each defined by a common theme. A mage must specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from his chosen school, but he then never learns to cast spells from another school.
A mage can cast one additional spell of his specialty school per spell level each day(shown on Table: The Mage by +1 under spells per day). He also gains a +2 bonus on Spellcraft checks to learn the spells of his chosen school.
The mage must choose what his specialty at 1st level. At this time, he must also give up one other school of magic, which becomes his prohibited school.
A mage can never give up divination to fulfill this requirement.
Spells of the prohibited school are not available to the mage, and he can’t even cast such spells from scrolls or fire them from wands. He may not change either his specialization or his prohibited school later.
Signature Spell
A mage's experience and indepth knowledge of his spellcraft helps him unlock greater secrets with his lesser magics allowing him to manifest power without the normal constraints of preperation.
At 4th level he chooses a spell of 1st level that he knows and can from this point on cast that spell at will. His signature spell does not require preperation like his other spells and does not count as a prepared spell for the day, nor does it count for the limit to his spell mastery feat. However the effort of unleashing such arcane craft without first storing the neccassary energies takes its toll on his body and he can only use the spell once every 1d4 rounds. In addition he may apply any metamagic feats he knows to his signature spell spontaneously without increasing its casting time by converting an arcane spell slot of a level equal to or higher than the signatures spell converted spell level. (For example an empowered signature magic missile would require the mage to convert a 3rd level spell slot to cast) Once chosen a mage can only change his signature spell every 4 mage levels when this ability increases.
At 8th level and every 4 levels after the mage's signature spell's maximum level increases by one level (2nd level spell at 8th level, 3rd level spell at 12th level, 4th level spell at 16th level to a maximum of a 5th level spell at level 20)
Spells with costly material components can not be made Signature Spells.
Cantrips
A mage knows a number of 0th level spells (cantrips) equal to his primary spellcasting stat modifier plus his mage level. These are useable at will. Cantrips cannot be modified by metamagic feats.
Path
A mage at first level chooses his path of arcane magic, how he came into his power and what type of caster he has become. This has a number of benefits. See the individual descriptions for further details.
Path of Artifice
A wand for every situation you can think of and a scroll for those you can't. You are a tinkerer of toys and magical technologist, you spend most of your time understanding how things work and how your magical skills relate to that.
1st Level benefits: Scribe Scrolls, Trapfinding as a rogue.
Primary Spellcasting Stat: Intelligence
Class Skill Set: Appraise (Int), Disable Device (Int), Knowledge(architecture and engineering) (Int), Open Lock (Dex), and Search (Int).
Bonus Feats: A mage on the path of artifice chooses [Item Creation] feats as bonus feats.
Grandmastery Bonus: Only spends half the normal xp cost for item creation(round up)
Path of Combat Casting
You are no weak arcanist, hiding behind the fighters. Instead, you are a capable physical combatant mixing your magical prowess and fighting skill to become a true force of the battlefield.
1st Level benefits: Armored Mage(light), Combat Casting, +2hp per level, BAB as rogue. Proficient with light and medium armor, light shields, basic, simple and martial weapons.
Lose specialist mage bonus spells(but not prohibited school or spellcraft bonus to specialist school).
Primary Spellcasting Stat: Intelligence
Class Skill Set: Climb (Str), Handle Animal (Pre), Intimidate (Pre), Jump (Str), Ride (Dex), and Swim (Str).
Bonus Feats: A mage on the path of combat casting chooses bonus feats from the fighter bonus feat list or may take instead Armored Mage(Medium) or Exotic Weapon proficiency.
Grandmastery Bonus: Your BAB is equal to your caster level to a maximum of your HD
Path of Greater Calling
Despite your arcane training you are a true believer and you turn your magical talents towards your deities ends.
1st Level benefits: Choose one of your deities domains, you receive the associated domain power and are considered proficient with your deities favoured weapon. You may add any of the domain spells to your spellbook when you are entitled to a new spell. Learns 0th level cleric spells(Orisons) instead of Cantrips.
Primary Spellcasting Stat: Presence
Class Skill Set: You receive the class skill set associated with your chosen domain
Bonus Feats: A mage on the path of greater calling chooses [Metamagic] feats as bonus feats.
Grandmastery Bonus: You can use your holy symbol as a spell focus to ignore material components with a cost of upto half the value of the symbol. In addition your signature spell has +2 to its save DC against opponents of an opposing alignment to yours and you get a +2 bonus on caster level checks made to overcome a creature of an opposing alignments spell resistance with your signature spell.
Path of Mageocracy
A scholar and a gentleman, you are generally a member of court, or even nobility yourself and you know your words as often as potent weapons as your spells.
1st Level benefits:
Primary Spellcasting Stat: Presence
Class Skill Set: Bluff (Pre), Diplomacy (Pre), Gather Information (Pre), Knowledge(Nobility and Royalty) (Int) and Sense Motive (Wis).
Bonus Feats:
Grandmastery Bonus:
Path of Sorcery
The blood of powerful creatures like outsiders, elementals or dragons flows through your veins and you find you have a natural talent for spellcasting others may find envious.
1st Level benefits: Sorcerous Heritage, Spell Mastery(Presence)
Primary Spellcasting Stat: Presence
Class Skill Set: Bluff (Pre), Intimidate (Pre), Listen (Wis), Perform (Pre) and Spot (Wis).
Bonus Feats: A mage on the path of sorcery chooses either Spell Mastery(presence) or [Heritage] feats with his heritor feat as a prerequisite, or any [Reserve] feats.
Grandmastery Bonus:
Sorcerous Heritage:
Path of Trickery
Not all mages are scholars and philosophers and your particular use of the art is often put to more nefarious ends.
1st Level benefits: 6 + Int for skill points each level, +1d6 Sneak Attack.
Lose specialist mage bonus spells(but not prohibited school or spellcraft bonus to specialist school).
Primary Spellcasting Stat: Intelligence
Class Skill Set: Bluff (Pre), Disguise (Pre), Forgery (Int), Gather Information (Pre), Hide (Dex), Knowledge(local) (Int), Move Silently (Dex) and Sleight of Hand (Dex).
Bonus Feats: Whenever a mage on the Path of Trickery would choose a bonus feat he instead increases his sneak attack damage by +1d6
Grandmastery Bonus: You may opt to cast any spells as if modified by the silent and still metamagic feats with a net adjustment of 1 level. Any other metamagic feats you may choose to apply further adjust the spell level as normal.
Path of Witchcraft
Herbalist, midwife, wild recluse, you tend not to be trusted, and sometimes for good reason having learnt your art from powerful natural or extraplanar beings.
1st Level benefits: Brew Potion, Familiar.
Begins play knowing 3 + intelligence druid spells instead of mage spells.
Only learns 1 new spell each level drawn from the druid spell list instead of the mage spell list. Mage spells can be added to her grimoire like normal.
Primary Spellcasting Stat: Presence
Class Skill Set: Handle Animal (Pre), Heal (Wis), Knowledge(nature) (Int), Listen (Wis), Ride (Dex), Spot (Wis), and Survival (Wis).
Bonus Feats: A mage on the path of witchcraft receives [Familiar] feats as bonus feats.
Grandmastery Bonus: The mage's familiar now uses it's masters caster level instead of BAB for it's attack.
Path of Wizardry
The traditional sage and loremaster, you probably spent much of your youth as an apprentice to a great wizard and you focus much of your attention on study and the workings of magic.
1st Level benefits: Familiar, Scribe Scrolls, Spell Focus(specialization)
Primary Spellcasting Stat: Intelligence
Class Skill Set: Knowledge(All, taken individually) (Int), and Search (Int).
Bonus Feats: A mage on the path of wizardry may choose any [Metamagic] or [Reserve] feats or spell mastery(intelligence) as bonus feats.
Grandmastery Bonus: Legendary Spell
Legendary Spell: The mage has become a master at manipulating his signature spell. When casting that spell, he does so at +2 caster level. When you apply a metamagic feat to that spell, the enhanced spell counts as using up a spell slot one level lower than normal for the sake of converting spell slots. For example, an empowered signature spell of 5th level requires a minimum spell slot of 6th level (rather than the normal 7th level slot). Legendary Spell can not reduce a signature spell below its normal un-enhanced level.