Gnorman
2011-09-19, 02:58 AM
The Blue Mage
http://www.wizards.com/dnd/images/compmage_gallery/100458.jpg
HD: d6
Class Skills: Appraise, Balance, Bluff, Concentration, Craft, Disable Device, Disguise, Hide, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (the planes), Move Silently, Open Lock, Profession, Search, Sleight of Hand, Spellcraft, Tumble
Skill Points: 2 + Int per level (4x at 1st)
{table=head]Level|BAB|Fort|Ref|Will|Special|0|1|2|3
1st|+0|+0|+0|+2|Spellcasting, Archetype, Trapfinding|5|4|-|-
2nd|+1|+0|+0|+3|Lesser Archetype Power|6|5|-|-
3rd|+1|+1|+1|+3|Pure Arcana|6|6|3|-
4th|+2|+1|+1|+4|Moderate Archetype Power|6|6|4|-
5th|+2|+1|+1|+4|Counterspell Mastery|6|6|5|3
6th|+3|+2|+2|+5|Greater Archetype Power, Capstone SLA|6|6|6|4[/table]
Class Abilities
Proficiencies: A Blue Mage is proficient with light armor and simple weapons. He does not suffer from arcane failure while in light armor, though he suffers normally from all other kinds of armor and shields.
Spellcasting: A Blue Mage casts arcane spells from a specialized list, which is included below. A Blue Mage need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Intelligence, which dictates both the DC of his spells and his bonus spells. To cast a spell, a Blue Mage must have an Intelligence score equal to 10 + the level of spell in question.
Archetype: At 1st level, a Blue Mage chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power, and a Capstone SLA associated with it, which the Blue Mage receives at the levels noted above. Each archetype also adds bonus spells known to the Blue Mage's list, which are listed below.
Trapfinding: A Blue Mage can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. A Blue Mage can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. A Blue Mage 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 (with his allies) without disarming it.
Lesser Archetype Power: At 2nd level, a Blue Mage gains the appropriate power for his archetype.
Pure Arcana: At 3rd level, a Blue Mage gains an untyped +2 bonus to both Knowledge (arcana) and Spellcraft.
Moderate Archetype Power: At 4th level, a Blue Mage gains the appropriate power for his archetype.
Counterspell Mastery: At 5th level, a Blue Mage no longer needs to use the correct spell to counterspell - he may counterspell with any spell of an equivalent level.
Greater Archetype Power: At 6th level, a Blue Mage gains the appropriate power for his archetype.
Capstone SLA: At 6th level, a Blue Mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.
Blue Mage Spell List:
0: Amaneunsis (SpC), Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation
1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Floating Disk, Frost Fingers (SpC), Identify, Mage Armor, Obscuring Mist, Protection from Alignment, Silent Image, Sleep, Summon Monster I (non-chaotic creatures only), Unseen Servant, Ventriloquism
2: Blur, Cloud of Bewilderment (SpC), Detect Thoughts, Dimension Hop (PHBII), Gust of Wind, Hideous Laughter, Ice Knife (SpC), Invisibility, Knock, Levitate, Minor Image, Mirror Image, See Invisibility, Summon Monster II (non-chaotic creatures only), Touch of Idiocy, Whispering Wind
3: Arcane Sight, Clairaudience/Clairvoyance, Deep Slumber, Dimension Step (PHBII), Dispel Magic, Displacement, Fly, Gaseous Form, Hold Person, Invisibility Sphere, Legion of Sentinels (PHBII), Magic Circle Against Alignment, Major Image, Nondetection, Sleet Storm, Suggestion, Summon Monster III (non-chaotic creatures only), Water Breathing, Wind Wall
Archetypes
Chronomancer
http://www.alexisalvarez.org/RPG/sof/azaron%20wards%20himself.jpg
Bonus Spells:
1: Deja Vu (arcane version of the psionic power), Nerveskitter (SpC)
2: Lesser Celerity (PHBII), Snake's Swiftness (SpC)
3: Haste, Time Hop (arcane version of the psionic power)
Capstone SLA: Greater Mirror Image (PHBII) or Celerity (PHBII)
Lesser Archetype Power: A chronomancer gains a +4 bonus to initiative. This bonus is also shared with any adjacent allies at the beginning of combat.
Moderate Archetype Power: A chronomancer may take a swift action at any time he could take an immediate action - however, he is still limited to one per round.
Greater Archetype Power: Once per day, a chronomancer may jump back in time, allowing him to replay one round. He may make different choices and reroll any relevant rolls. He must declare that he is using this ability at the end of his turn. This ability may not be used if the chronomancer is unconscious or otherwise mentally unaware.
Hyperborean
http://www.wizards.com/dnd/images/fb_gallery/83537.jpg
Bonus Spells:
1: Ice Slick (FB), Winter's Chill (SpC)
2: Creeping Cold (SpC), Numbing Sphere (FB)
3: Arctic Haze (FB), Icelance (SpC)
Capstone SLA: Ice Storm or Wall of Ice
Lesser Archetype Power: A hyperborean gains resistance to cold 5 and may add the ice beast template to his summoned creatures, as if he knew the Conjure Ice Beast (FB) spell line.
Moderate Archetype Power: Anytime a hyperborean deals damage to an opponent with a [cold] spell, that opponent is slowed for one round with no save.
Greater Archetype Power: A hyperborean gains the cold subtype and emits an aura of frost, doing 1d6 cold damage per round to all opponents within ten feet. Allies are unaffected.
Mountebank
http://www.wizards.com/dnd/images/compscoundrel_gallery/102039.jpg
Bonus Spells:
1: Distract (SpC), Serene Visage (SpC)
2: Insidious Insight (MoE), Ray of Stupidity (SpC)
3: Glibness, Miser's Envy (SpC)
Capstone SLA: Confusion or Dominate Person
Lesser Archetype Power: A mountebank may add his Intelligence modifier to his Bluff skill, in addition to his Charisma modifier.
Moderate Archetype Power: If a mountebank is able to cast a spell of the enchantment or illusion school upon an opponent who is unaware of the mountebank's presence, the DC of that spell increases by 1.
Greater Archetype Power Three times per day, a mountebank may ignore an opponent's immunity to mind-affecting spells with one casting of a spell or SLA.
Wayfarer
http://www.wizards.com/dnd/images/ca_gallery/85492.jpg
Bonus Spells:
1: Benign Transposition (SpC), Expeditious Retreat
2: Baleful Transposition (SpC), Rope Trick
3: G'Elsewhere Chant (SpC), Regroup (PHBII)
Capstone SLA: Baleful Blink (PHBII) or Dimension Door
Lesser Archetype Power: A wayfarer gains the Abrupt Jaunt alternative class feature as described in the Player's Handbook II.
Moderate Archetype Power: A wayfarer may use a modified version of Spring Attack when teleporting - he may pause at any point during the line of transport, take a standard action (if he has one available), and then continue to his final destination.
Greater Archetype Power A wayfarer is able to target one additional creature when using a spell or SLA of the teleportation subschool. A wayfarer may take one additional creature along when using Dimension Door, for example, or switch the positions of three allies using Benign Transposition. This ability does not apply to the wayfarer's Abrupt Jaunt ability.
Weaver
http://images.ados.fr/bd-manga/photo/1565296156/mages/jason-engle-illusionist-2346004982.jpg
Bonus Spells:
1: Instant Diversion (RotD), Net of Shadows (SpC)
2: Phantasmal Assailants (SpC), Vertigo (PHBII)
3: Mask of the Ideal (CM), Shadow Binding (SpC)
Capstone SLA: Greater Invisibility or Shadow Conjuration
Lesser Archetype Power: Opponents take a -4 penalty when attempting to disbelieve a weaver's illusions, and must still make a save even when presented with proof that it is unreal.
Moderate Archetype Power: A weaver may concentrate on illusion spells as a swift action.
Greater Archetype Power After casting an illusion spell, a weaver gains 50% concealment for one round.
http://www.wizards.com/dnd/images/compmage_gallery/100458.jpg
HD: d6
Class Skills: Appraise, Balance, Bluff, Concentration, Craft, Disable Device, Disguise, Hide, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (the planes), Move Silently, Open Lock, Profession, Search, Sleight of Hand, Spellcraft, Tumble
Skill Points: 2 + Int per level (4x at 1st)
{table=head]Level|BAB|Fort|Ref|Will|Special|0|1|2|3
1st|+0|+0|+0|+2|Spellcasting, Archetype, Trapfinding|5|4|-|-
2nd|+1|+0|+0|+3|Lesser Archetype Power|6|5|-|-
3rd|+1|+1|+1|+3|Pure Arcana|6|6|3|-
4th|+2|+1|+1|+4|Moderate Archetype Power|6|6|4|-
5th|+2|+1|+1|+4|Counterspell Mastery|6|6|5|3
6th|+3|+2|+2|+5|Greater Archetype Power, Capstone SLA|6|6|6|4[/table]
Class Abilities
Proficiencies: A Blue Mage is proficient with light armor and simple weapons. He does not suffer from arcane failure while in light armor, though he suffers normally from all other kinds of armor and shields.
Spellcasting: A Blue Mage casts arcane spells from a specialized list, which is included below. A Blue Mage need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Intelligence, which dictates both the DC of his spells and his bonus spells. To cast a spell, a Blue Mage must have an Intelligence score equal to 10 + the level of spell in question.
Archetype: At 1st level, a Blue Mage chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power, and a Capstone SLA associated with it, which the Blue Mage receives at the levels noted above. Each archetype also adds bonus spells known to the Blue Mage's list, which are listed below.
Trapfinding: A Blue Mage can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. A Blue Mage can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. A Blue Mage 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 (with his allies) without disarming it.
Lesser Archetype Power: At 2nd level, a Blue Mage gains the appropriate power for his archetype.
Pure Arcana: At 3rd level, a Blue Mage gains an untyped +2 bonus to both Knowledge (arcana) and Spellcraft.
Moderate Archetype Power: At 4th level, a Blue Mage gains the appropriate power for his archetype.
Counterspell Mastery: At 5th level, a Blue Mage no longer needs to use the correct spell to counterspell - he may counterspell with any spell of an equivalent level.
Greater Archetype Power: At 6th level, a Blue Mage gains the appropriate power for his archetype.
Capstone SLA: At 6th level, a Blue Mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.
Blue Mage Spell List:
0: Amaneunsis (SpC), Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation
1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Floating Disk, Frost Fingers (SpC), Identify, Mage Armor, Obscuring Mist, Protection from Alignment, Silent Image, Sleep, Summon Monster I (non-chaotic creatures only), Unseen Servant, Ventriloquism
2: Blur, Cloud of Bewilderment (SpC), Detect Thoughts, Dimension Hop (PHBII), Gust of Wind, Hideous Laughter, Ice Knife (SpC), Invisibility, Knock, Levitate, Minor Image, Mirror Image, See Invisibility, Summon Monster II (non-chaotic creatures only), Touch of Idiocy, Whispering Wind
3: Arcane Sight, Clairaudience/Clairvoyance, Deep Slumber, Dimension Step (PHBII), Dispel Magic, Displacement, Fly, Gaseous Form, Hold Person, Invisibility Sphere, Legion of Sentinels (PHBII), Magic Circle Against Alignment, Major Image, Nondetection, Sleet Storm, Suggestion, Summon Monster III (non-chaotic creatures only), Water Breathing, Wind Wall
Archetypes
Chronomancer
http://www.alexisalvarez.org/RPG/sof/azaron%20wards%20himself.jpg
Bonus Spells:
1: Deja Vu (arcane version of the psionic power), Nerveskitter (SpC)
2: Lesser Celerity (PHBII), Snake's Swiftness (SpC)
3: Haste, Time Hop (arcane version of the psionic power)
Capstone SLA: Greater Mirror Image (PHBII) or Celerity (PHBII)
Lesser Archetype Power: A chronomancer gains a +4 bonus to initiative. This bonus is also shared with any adjacent allies at the beginning of combat.
Moderate Archetype Power: A chronomancer may take a swift action at any time he could take an immediate action - however, he is still limited to one per round.
Greater Archetype Power: Once per day, a chronomancer may jump back in time, allowing him to replay one round. He may make different choices and reroll any relevant rolls. He must declare that he is using this ability at the end of his turn. This ability may not be used if the chronomancer is unconscious or otherwise mentally unaware.
Hyperborean
http://www.wizards.com/dnd/images/fb_gallery/83537.jpg
Bonus Spells:
1: Ice Slick (FB), Winter's Chill (SpC)
2: Creeping Cold (SpC), Numbing Sphere (FB)
3: Arctic Haze (FB), Icelance (SpC)
Capstone SLA: Ice Storm or Wall of Ice
Lesser Archetype Power: A hyperborean gains resistance to cold 5 and may add the ice beast template to his summoned creatures, as if he knew the Conjure Ice Beast (FB) spell line.
Moderate Archetype Power: Anytime a hyperborean deals damage to an opponent with a [cold] spell, that opponent is slowed for one round with no save.
Greater Archetype Power: A hyperborean gains the cold subtype and emits an aura of frost, doing 1d6 cold damage per round to all opponents within ten feet. Allies are unaffected.
Mountebank
http://www.wizards.com/dnd/images/compscoundrel_gallery/102039.jpg
Bonus Spells:
1: Distract (SpC), Serene Visage (SpC)
2: Insidious Insight (MoE), Ray of Stupidity (SpC)
3: Glibness, Miser's Envy (SpC)
Capstone SLA: Confusion or Dominate Person
Lesser Archetype Power: A mountebank may add his Intelligence modifier to his Bluff skill, in addition to his Charisma modifier.
Moderate Archetype Power: If a mountebank is able to cast a spell of the enchantment or illusion school upon an opponent who is unaware of the mountebank's presence, the DC of that spell increases by 1.
Greater Archetype Power Three times per day, a mountebank may ignore an opponent's immunity to mind-affecting spells with one casting of a spell or SLA.
Wayfarer
http://www.wizards.com/dnd/images/ca_gallery/85492.jpg
Bonus Spells:
1: Benign Transposition (SpC), Expeditious Retreat
2: Baleful Transposition (SpC), Rope Trick
3: G'Elsewhere Chant (SpC), Regroup (PHBII)
Capstone SLA: Baleful Blink (PHBII) or Dimension Door
Lesser Archetype Power: A wayfarer gains the Abrupt Jaunt alternative class feature as described in the Player's Handbook II.
Moderate Archetype Power: A wayfarer may use a modified version of Spring Attack when teleporting - he may pause at any point during the line of transport, take a standard action (if he has one available), and then continue to his final destination.
Greater Archetype Power A wayfarer is able to target one additional creature when using a spell or SLA of the teleportation subschool. A wayfarer may take one additional creature along when using Dimension Door, for example, or switch the positions of three allies using Benign Transposition. This ability does not apply to the wayfarer's Abrupt Jaunt ability.
Weaver
http://images.ados.fr/bd-manga/photo/1565296156/mages/jason-engle-illusionist-2346004982.jpg
Bonus Spells:
1: Instant Diversion (RotD), Net of Shadows (SpC)
2: Phantasmal Assailants (SpC), Vertigo (PHBII)
3: Mask of the Ideal (CM), Shadow Binding (SpC)
Capstone SLA: Greater Invisibility or Shadow Conjuration
Lesser Archetype Power: Opponents take a -4 penalty when attempting to disbelieve a weaver's illusions, and must still make a save even when presented with proof that it is unreal.
Moderate Archetype Power: A weaver may concentrate on illusion spells as a swift action.
Greater Archetype Power After casting an illusion spell, a weaver gains 50% concealment for one round.