View Full Version : [3.5] Mage and Adventurer "Template Classes" [PEACH]
Quellian-dyrae
05-17-2012, 09:54 PM
A while ago I made an attempt at a Tier 3 Mage class (actually still turned out a bit stronger than I had originally wanted). Recently I created a fairly generic, more powerful non-caster class. I was thinking the two would work fairly well together, since both are intended as sort of "template" classes that can be used to build various concepts.
So I dusted off the old mage, did some rebalancing, tweaked the two classes to make them multiclassing friendly, and I think the result is a pair of fairly solid classes that allow a pretty broad range of character creation options, and should be quite balanced with each other. They're both aiming somewhere in the high Tier 3/low Tier 2 range, with Mage still probably somewhat stronger than Adventurer because, ya know, magic and all that.
As always, any thoughts, suggestions, critiques, ideas, or whatever else very welcome!
Post 1: Summary.
Post 2: The Adventurer.
Post 3: The Mage.
Post 4: Mage Circles.
Post 5: Reserved for possibility of class build examples.
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Summary - The Adventurer: The adventurer class can be used to build most mundane (or mostly-mundane) characters. It's a fairly robust class, basically like gestalting Swordsage with a Tier 4-5 class (I mean, not exactly, but close enough that you can see the general power level I'm aiming at) and then adding on some of those "nice things" that melee never gets. Highlights include:
Customizable Chassis: Can focus more on combat, more on skills, or be solid at both and get better saves for its troubles. Gains choice of class skills (like an Expert) to allow various archetypes.
Maneuvers: Four disciplines of choice, and a more flexible maneuver system that allows repeated use of the same maneuver (but fewer maneuvers per encounter), multiple stances (but gaining stances costs normal maneuver slots), and a semi-customizable recovery mechanic that's basically balanced between warblade and swordsage.
Discipline Dedication: Can choose one of several iconic mundane features, such as rage, sneak attack, bonus feats, and so on.
Martial Tradition: Can tweak its general fighting style by getting style-based benefits and swapping certain ability score functions around.
Natural Enhancement: Gets free enhancement upgrades to weapons and/or armor, and you can choose from various "explanations" for this ability that modify exactly how it works and how (or if) you gain access to various supernatural class features.
Discipline Defenses: Up to five defensive abilities as the character levels, drawn largely from classic defenses such as Evasion, DR, Fast Healing, Concealment, Spell Resistance, and the like. Plus a few more unique ones for good measure.
Martial Mobility: At tenth level, gains a powerful mobility feature to make sure it can keep up with casters and monsters in high-level play.
Multiclass Friendly: Choice of key mental ability score and limited stat swapping keeps MAD down, initiator level progresses at half for other classes as normal, and Discipline Dedication progresses with character level so long as you maintain a nominal investment in Adventurer levels.
Summary - The Mage: The mage class can be used to build various magical characters. Whereas the adventurer takes a solid Tier 3 mechanic, adds a Tier 5, and tosses in some extra options for good measure, the mage focuses more on trimming out or revising the really exploitable spells as much as possible, but also provides some fallback options so a mage's power isn't so binary. Highlights include:
Spell Circles: Spells are divided among twenty-two different Circles (of which most mages get four), which have 2-3 spells per spell level each, along a clear theme. This gives mages a broad selection of spells, but most of them do fairly similar things, so even with the most strategic spell selecting a single mage can't handle every possible type of challenge with a single move.
Energy: Basically, spell points, which progress linearly (5+casting mod per level) while spell costs progress cumulatively (1 for first level spells, 45 for ninth). This gives lower-level mages more to work with, and trims down the sheer volume of high-level casting. I mean, don't get me wrong, a 20th level mage with a casting score of 36 can still churn out eight ninth-level spells a day - but unlike a 20th level sorcerer with 36 Cha, it wouldn't then be able to drop an equal or greater number of every other spell level. Energy also has some limited per-encounter recovery, so a mage isn't completely helpless during gauntlets.
Metamagic: Metamagic through increased costs makes it available even on highest-level spells, if you're willing to pay for it. Limited amount of metamagic per round (maxing out at +6 spell levels at class level 18), which ignores reducers, prevents obscene metamagic stacking.
Powers: Mages get a few basic powers that give them something to spend their standard actions on or otherwise contribute while conserving Energy. Notably, these aren't piddly "contributions" that just barely beat out shooting an unenchanted crossbow; they may not be spells (usually), but they are solid options that are worth using when you don't want to cast.
Greater Powers: Takes several of the more problematic but iconic spells (such as polymorphing, planar binding, undead animation, and so on), as well as a few other more powerful options, making a single one available at 10th level (and providing the option for another at 20th, in lieu of the normal capstone). These are also rebalanced where needed to be potent without (hopefully) being broken or explotable.
Multiclass Friendly: Choice of casting modifier, available spell levels progress at half rate for other classes (but Energy and Metamagic, among other things, is still limited by mage level), and powers scale with character level as long as you maintain a nominal investment in Mage levels.
Quellian-dyrae
05-20-2012, 11:22 PM
The Adventurer
HD: d8.
Skills: Any 12.
Skill Points: 6.
Proficiencies: Martial Weapons, Medium Armor, Shields (except tower shields).
The Adventurer
Level|BAB|Fort|Ref|Will|Maneuvers Known|Maneuvers Available|Stances Active|Special
1st|+0|+2|+2|+2|1|2|1|Focus, Maneuvers, Martial Tradition, Natural Enhancement +1.
2nd|+1|+3|+3|+3|2|2|1|Discipline Defense.
3rd|+2|+3|+3|+3|3|2|1|Natural Enhancement +2.
4th|+3|+4|+4|+4|4|2|1|Never Fumble.
5th|+3|+4|+4|+4|5|2|2|Natural Enahncement +3.
6th|+4|+5|+5|+5|6|3|2|Discipline Defense.
7th|+5|+5|+5|+5|7|3|2|Natural Enhancement +4.
8th|+6|+6|+6|+6|8|3|2|Never Fall.
9th|+6|+6|+6|+6|9|3|2|Natural Enhancement +5.
10th|+7|+7|+7|+7|10|3|3|Discipline Defense, Martial Mobility.
11th|+8|+7|+7|+7|11|3|3|Natural Enhancement +6.
12th|+9|+8|+8|+8|12|4|3|Never Fail.
13th|+9|+8|+8|+8|13|4|3|Natural Enhancement +7.
14th|+10|+9|+9|+9|14|4|3|Discipline Defense.
15th|+11|+9|+9|+9|15|4|4|Natural Enhancement +8.
16th|+12|+10|+10|+10|16|4|4|Never Fade.
17th|+12|+10|+10|+10|17|4|4|Natural Enhancement +9.
18th|+13|+11|+11|+11|18|5|4|Discipline Defense.
19th|+14|+11|+11|+11|19|5|4|Natural Enhancement +10.
20th|+15|+12|+12|+12|20|5|5|Never Let Up!
Focus (Ex): Adventurers come from all walks of life. A typical adventurer is comfortable with a variety of weapons, armor, and skills, and quite adept at avoiding all manner of the hazards of the adventuring life. However, some adventurers focus more on martial matters or practical skills, at the expense of the other. Upon gaining the first level in the Adventurer class, the character chooses one of the following as its Focus:
Adventurer: An unfocused adventurer is an adept generalist. It uses the default presented stats, and gains the ability to use any skill untrained. Once per day, an adventurer can reroll a d20 roll, after making the roll but before results are determined, and take the better result.
Fighter: Fighters focus more on combat than skills. Their HD increases to a d10, and their BAB increases to the Good progression. However, their Skill Points per level are lowered to 4, their Class Skills to any 8, and either their Reflex or Will save to a Poor progression. They gain one of the following bonus feats: Exotic Weapon Proficiency, Armor Proficiency (Heavy), Tower Shield Proficiency, or Weapon Focus. Instead of a bonus feat, they can increase their HD to a d12.
Rogue: Rogues are less adept at front-line combat, but more skilled. Their Skill Points per level are raised to 6, and their Class Skills to any 16. However, their HD is lowered to a d6, and either their Fortitude or Will save is reduced to a Poor progression. They gain the Trapfinding ability, and Skill Mastery in a single skill of their choice.
Maneuvers: Adventurers make use of martial maneuvers presented in the Tome of Battle. However, their manner of gaining and using maneuvers is somewhat different. Adventurers gain one maneuver known per level, as shown on the above table, to which they may add a number of maneuvers equal to their Key Ability Modifier (see Martial Tradition). They may exchange a maneuver once per level, rather than every other level. The disciplines available to any given Fighter or Rogue vary based on the character's Martial Tradition.
Adventurers do not have Maneuvers Readied. Every maneuver they know is always considered readied, and they do not expend individual maneuvers. However, they may only perform two martial maneuvers per encounter. This number increases by one every six levels, as summarized under Maneuvers Available on the table above. It is possible to recover Maneuvers Available during an encounter, the exact method being based on the character's Martial Tradition. The Adaptive Style feat provides no benefit to Adventurers.
Adventurers also use their normal Maneuvers Known to select stances. Unlike normal martial adepts, they may develop combined stances that allow them to reap the benefits of multiple stances at once. The number of stances a Adventurers may benefit from at any one time begins at one, and increases by one at every fifth level, as summarized on the table under Stances Active. Switching each stance for another is still an individual swift action. Stances do not expend Maneuvers Available.
The save DCs for all maneuvers used by an Adventurer is 10 + 1/2 the character's initiator level + the character's Key Ability Modifier.
In all other respects, Adventurers learn and use maneuvers following the normal rules for martial adepts.
Martial Tradition (Ex): It is a rare thing to find two Adventurers who use the exact same fighting style. At first level, the character develops its Martial Tradition, which has several effects on its stats and abilities.
Disciplines: The character may select any four disciplines. It may gain maneuvers from these disciplines only.
Key Ability: The character may select any mental ability score. This score is the character's Key Ability Score, which is used to determine bonus Maneuvers Known and maneuver save DCs.
Stat Swap: The character's combat style favors a different balance of ability scores than the norm. The character may choose any one of the following benefits:
Power Shot: Substitute Strength Modifier for Dexterity Modifier on ranged attack rolls, if Strength applies to the damage roll.
Precise Strike: Substitute Dexterity Modifier for Strength Modifier on melee damage rolls, if Dexterity applies to the attack roll. You always use your full Dexterity Modifier, not a fraction or multiple, regardless of fighting style.
Tough Defense: Substitute Constitution Modifier for Dexterity Modifier to Armor Class (this is not limited by Max Dex).
Offensive Prowess: Substitute Key Ability Modifier for Strength or Dexterity Modifier on all attack rolls.
Defensive Prowess: Add Key Ability Modifier to Dexterity Modifier for purposes of Armor Class (the combined total is limited by Max Dex).
Indomitable: Substitute Key Ability Modifier for the normal ability modifier on one type of saving throw.
Fighting Style: The character has mastered a certain style of fighting, gaining one of the following benefits:
Two Handed: The character adds double its Strength Modifier to damage rolls when wielding a two-handed weapon, and gains Power Attack as a bonus feat.
Two Weapon: In any circumstance where the character is entitled to make a main-hand attack but not an off-hand attack, if the attack hits, it adds the following to its damage: The off hand weapon's base damage die, any Ability Modifiers that it adds to damage rolls, and any damage bonuses or dice due to magic upon the off-hand weapon. Gaining this benefit does not require taking the attack penalties for two-weapon fighting. The character also receives Oversized Two Weapon Fighting as a bonus feat.
Weapon and Shield: The character reduces the damage it suffers from each attack or instance of damage by its Constitution or Dexterity Modifier plus its total Shield Bonus to AC, plus its total Dodge bonus to AC, as long as it is wielding a shield. This applies to all physical and energy damage, but not to damage that does not come from a tangible source (such as mental attacks). The character also receives Combat Expertise as a bonus feat.
Single Weapon: When using only one hand in combat, the character can full attack as a standard action and make an attack of opportunity when enemies enter a threatened square, rather than only when they exit it (this is treated as a normal attack of opportunity from movement). The off-hand can be used to hold an item, but cannot be used to attack (unarmed or with another weapon), use a shield, wield a weapon in both hands, etc. The character also receives Combat Reflexes as a bonus feat.
Unarmed: When fighting unarmed, the character gains the unarmed damage, movement speed bonus, and Flurry of Blows abilities of a Monk of equal level. It also receives Improved Unarmed Strike and Stunning Fist as bonus feats, which it can use on a per-encounter basis, and it may set the DC with its Key Ability Modifier.
Ranged: When attacking with a ranged weapon, the character adds its Dexterity Modifier to its damage roll. Additionaly, the character may use most maneuvers that normally involve melee attacks with ranged attacks. Maneuvers that apply specifically to threatened foes can't be used at range, and maneuvers that require charging also are incompatible with ranged weapons. An ability that lets a ranged weapon threaten an area or be used on a charge opens these options up.
Discipline Dedication: Choose any one discipline you have access to. Based on this discipline, you gain additional class features. Discipline Dedication features are listed as scaling with your character level, but this assumes that you have either five levels in the Adventurer class, or your total Adventurer level is no more than one lower than the combined total of your levels in other classes. If you do not meet at least one of these requirements, all Dedication effects that scale with character level instead scale with class level.
Desert Wind: You gain the Skirmish ability of a Scout of your character level.
Devoted Spirit: You gain the Steely Resolve and Furious Counterstrike abilities of a Crusader of your character level.
Diamond Mind: You gain the Inspiration of a Factotum of your character level. You also gain the following abilities at the level a Factotum would receive them: Cunning Insight, Cunning Knowledge, Cunning Defense, Cunning Strike, Cunning Breach, and Cunning Dodge. You can substitute your Key Ability Modifier for Intelligence for these abilities.
Iron Heart: You gain the bonus feats of a core Fighter of your character level.
Setting Sun: You gain 1d6 Sneak Attack and the Steal Spells abilities of a Spellthief of your character level.
Shadow Hand: You gain the Sneak Attack ability of a core Rogue of your character level.
Stone Dragon: You gain the Knight's Challenge ability of a Knight of your character level. You can substitute your Key Ability Modifier for Charisma for these abilities.
Tiger Claw: You gain the Rage or Whirling Frenzy ability of a Barbarian of your character level.
White Raven: You gain the Major and Minor Auras of a Marshal of your character level. You can substitute your Key Ability Modifier for Charisma for these abilities.
Universal: Instead of the above, you can choose to gain the Discipline Focus abilities of a Swordsage of your character level. You can substitute your Key Ability Modifier for Wisdom for these abilities.
Recovery Method: Adventurers may recover one Maneuver Available as a swift action. To do so, they must first take a specific standard or full round action. The character must spend a standard or full round action on this action to recover maneuvers, even if it has an ability that would let it perform the action with a lower action type. The action is based on your Discipline Dedication. The action need not succeed to recover the maneuver.
Desert Wind: Double Move, Withdraw, Run, or use the Spring Attack feat.
Devoted Spirit: Charge.
Diamond Mind: Ready an Action.
Iron Heart: Initiate a martial Strike.
Setting Sun: Trip, Grapple, Bull Rush, or Disarm (may be done as part of a full attack, but in this case, the maneuver must succeed to allow for recovery).
Shadow Hand: Feint, Demoralize, or Distract, or any non-Strike action that involves making a single attack against an opponent who does not know your current position.
Stone Dragon: Total Defend, or any non-Strike action that involves making a single attack while fighting defensively or using combat expertise.
Tiger Claw: Full Attack.
White Raven: Aid Another, or any non-Strike action that involves making a single attack against a flanked or flat-footed opponent.
Universal: A normal Attack action or, if the character has them, casting a spell.
Bonus Option: Finally, the character may choose one of the following bonus options:
Additional Discipline: The character can select maneuvers and other capabilities from one additional discipline.
Physical Prowess: The character's Key Ability Modifier can be a chosen physical modifier, rather than a chosen mental modifier.
Additional Swap: The character can perform one additional Stat Swap.
Diverse Style: The character has two Fighting Styles. It may only use one at a time, even if certain feats or abilities allow it to functionally qualify for both.
Secondary Dedication: The character can gain the benefits of a second Discipline Dedication. It must divide its levels among the effective levels in the class for each Dedication.
Alternate Recovery: The character can choose any Recovery Method it wishes from the options available, rather than having to use the one tied to its Discipline Dedication.
Combat Training: The character's BAB becomes Good.
Skill Training: The character gains two additional skill points and four additional class skills.
Natural Enhancement (Ex or Su): The arms and armor of an Adventurer are rarely entirely mundane, but neither are they always strictly magical. At every odd-numbered level, the character receives a +1 enhancement bonus. This bonus can go to either its weapon or armor (if it goes to armor, it also applies to a shield). This bonus can be spent on an actual enhancement bonus to the item, or on properties with an effective enhancement bonus. The effects may be changed each level.
Enhancement bonuses from this ability do not stack with any other enhancement bonuses on the item, but do stack with enhancement-equivalent properties. Enhancement-equivalent properties from this ability do not stack with such properties on the item, but do stack with actual enhancement bonuses. Both effects stack with any other magical properties on the item. The enhancement bonus itself cannot exceed +5.
Where this bonus comes from varies by the character, and the choice is an important one. In addition to determining certain functions of this ability, this choice defines how the character can receive certain other Supernatural abilities from this class (these special rules apply only to Supernatural abilities, and only those gained from this class). Whenever the character gains a Supernatural maneuver or ability from this class, it must follow any special rules described in its Natural Enhancement choice.
A Taste of Power (Su): The character has some modest aptitude for some form of magic or perhaps just artifice, which allows it to invest some magical power into its items. This makes the character much more adept at altering and upgrading its items; it can do so with 24 hours of work, rather than once a level, and it gains Craft Magic Arms and Armor as a bonus feat, which it can use to create magic weapons and armor with a total enhancement bonus up to its Natural Enhancement following normal rules (it needs no spells to do so, but cannot imbue items with any properties other than enhancement bonuses and enhancement-equivalent abilities). However, this does also mean that the character's Natural Enhancement relies to some degree on normal crafting procedures; the character does not receive its enhancement bonus for free as it levels up, but rather must pay XP equal to the XP cost for creating an item of that value to unlock the bonus. The XP paid towards previous levels of the bonus counts towards each successive payment, requiring only the difference be paid.
Other supernatural abilities don't cost XP, but are still presumed to be due to various magical devices that the character created. Each supernatural ability gained takes the form of a magic item, which uses up a body slot and can be taken away or destroyed normally. At will, the character can disperse the power in such an item, regathering it over 24 hours and creating a replacement (of the same ability) with another 24 hours of work. This happens automatically if the item is destroyed. Supernatural maneuvers do not each have their own item; rather, a single item provides access to all supernatural maneuvers. This does mean that the character can give its supernatural features to its allies, and potentially have them used against it by its foes (although its ability to disperse the power freely can limit this).
Awakened Magic (Su): Though the character can't craft magic items itself, it can awaken additional, latent powers within them. The bonuses stem from an existing magic item the character uses, applying only when it uses the item. If it uses a new item, it can awaken the powers in that item instead, as a free action. The powers can only be awakened in one item at a time. These must largely be the same powers, but the DM may allow for certain minor changes when an item better suits a similar power with a different descriptor (for example, if the character normally awakens Flaming Burst in its Longsword +1 but later finds a Frost Longsword +2, the DM may allow it to change the Flaming Burst effect to an Icy Burst). The character may also suppress features gained from its Natural Enhancement in exchange for features naturally on the item, or vice-versa on a point-for-point basis, rather than simply using all of one or all of the other. Of course, this does mean that to gain the benefits of Natural Enhancement, the character must possess an appropriate item that is enchanted in its own right (though the value of the existing enchantment is irrelevant).
Other supernatural abilities must likewise be tied to an existing magic item. Each individual supernatural ability can only be tied to one item. Multiple supernatural maneuvers may be tied to the same item, but not to one that individual supernatural abilities are tied to, nor to the items providing the actual Natural Enhancement.
Heritage Powers (Ex): Sometimes the items aren't what's relevant, nor strictly the character itself, but where it came from. The character has some connection to a supernatural or otherwise greater being, and even the most mystical of powers can be explained as unique quirks of physiology. The character gains either two secondary natural weapons dealing 1d4 damage and a primary natural weapon dealing 1d6 damage, two primary natural weapons dealing 1d8 damage, or a single primary natural weapon dealing 2d6 damage and functioning as a two-handed weapon. Weapon benefits apply to these natural weapons, and armor benefits apply to the character itself (but not to shields). Further, the effects are Exceptional in nature, and so cannot be dispelled, disjoined, or suppressed, and as part of the character's body, they can't be taken away. Its natural weapons cannot be further enchanted, however, so it can't get properties or enhancement from this ability and the other from actual weapons. It can wear magic armor, which stacks as normal for Natural Enhancement. A character with the first choice can wield a magic weapon and use its primary natural attack as a secondary natural attack, but it is otherwise limited to either using weapons or its natural weapons.
The character may also treat all Supernatural abilities as Exceptional - flight is through wings, teleportation through incredible speed, and so on.
It Sleeps Within (Su): The character's power comes from its own internal energy - Ki, Essence, Mana, whatever. This is the most basic form of this ability, granting no particular advantages or disadvantages. The benefits apply to the character, regardless of the item or items used (making this particularly useful for characters who wield multiple weapons at once, as the benefits would apply to both, or who don't wield weapons or wear armor at all). These are normal supernatural abilities, able to be countered as any supernatural power can, but immune to effects that specifically suppress or disjoin magic items.
Supernatural abilities are likewise drawn from the character with no special rules.
Just That Good (Ex): There's nothing magical about it. The character hits harder, dodges faster, and maybe knows a special trick or two. This functions much like It Sleeps Within, the bonuses applying to the character regardless of items used. In addition, the bonuses are Exceptional in nature, so antimagic fields, dead magic, dispels, and disjunctions are useless against them. However, the bonuses are restricted to actual enhancement bonuses and bonuses that can be reasonably described as nonmagical in nature (Collision, Wounding, Speed, and even Vorpal, for example, would be fine, while the various energy, burst, and aligned effects generally would not).
Unfortunately, certain maneuvers and abilities are tagged as supernatural for a reason. A character with this choice cannot choose such options (although there are still plenty of Exceptional options that it can choose from).
Legends and Legacies (Su): The character's chosen items - weapon, armor, and/or shield - are not things to be changed and tinkered with. They are items of legend or legacy, containing sleeping power within themselves, that will unlock as the character's spirit strengthens. In this case, the powers chosen are tied to specific items. The character chooses the items on creation (it can choose a pair of weapons if desired, in which case both have the full powers, but only when wielded together). These items are always masterwork quality even before the powers apply. Such items are not mere magical devices; they are impervious to destruction by anything resembling normal means (including such powerful magic as Disintegrate, Wish, Miracle, and Disjunction, although there may be some epic quest that can serve to destroy them), and if lost or stolen, circumstances will conspire to get the item back into the character's possession in short time (typically a day at most, although if extreme measures are taken to keep the item from the character, it may take as much as a week). The item can be suppressed by antimagic and dispels, and effects that would otherwise remove its powers suppress it for one round per caster level. The item can be used by anyone, but never against the character itself; if used to oppose the character, the character acts as if it simply isn't there.
All of the character's supernatural maneuvers and abilities are likewise tied to this item and usable only when it is in the character's possession and not suppresed. If the character has multiple such items (weapon and armor, for example), it can choose which abilities and maneuvers are tied to which.
Mastercraft (Ex): The character is a true master smith. Its items are forged by its hands, following all the rules and gaining the benefits of the A Taste of Power option, with the exception that it can't simply "disperse" the power of its weapon, but it can create a new one, without respending XP, if the old is destroyed or irrevocably lost (if the character later recovers the old item, treat it as normal treasure). However, its craft is not magical in the least, which results in the bonuses and limitations of Just That Good (so in other words, the character spends XP, gets Craft Magic Arms and Armor, and so on, but is limited to enhancements, properties that can be described as non-magical, and Exceptional abilities).
Will Given Form (Su): The character's items are indeed supernatural, and entirely so. It forms its items from pure energy, be it magical, psionic, or of some other nature. The exact form the item takes is that of any item or combination of items that it is proficient with and can use concurrently. Forming the items is a free action, as is changing their basic form. The character also has unparalelled flexibility, allowing it to change its allocation of enhancements and properties as a full-round action. The disadvantage is that the items themselves are supernatural constructs, and any effect that dispels or suppresses them removes the entire item, not just the bonuses (although a disjunction or the like only does so for one round per caster level). Additionally, since it is using items of energy, it can only receive the benefits of powers from its Natural Enhancement or from a normal item; it can't stack one's enhancement bonus with the other's properties.
The character's supernatural maneuvers and abilities are drawn from this same energy, following no special rules.
Discipline Defense: Adventurers can defend themselves in a variety of ways, from a great number of odd attack forms. At second, sixth, tenth, fourteenth, and eighteenth level, the character chooses one of the following defensive abilities, and may swap a previous one for another ability available at the same level as the one it is giving up if it wishes. Each ability is tied to a discipline - the character may only select abilities from a discipline it knows, or Universal abilities. Each ability has a minimum character level required to select it, listed in parentheses. These abilities apply regardless of armor worn.
The character may always forego the protection of any of these defenses selectively. This does not take an action.
Desert Wind:
Uncanny Dodge (Ex) (2nd): The character gains Uncanny Dodge.
Evasion (Ex) (2nd): The character gains Evasion.
Improved Uncanny Dodge (Ex) (6th): The character gains Improved Uncanny Dodge. Requires Uncanny Dodge.
Devoted Spirit:
Divine Grace (Su) (6th): The character adds its Key Ability Modifier to all saving throws.
Fast Healing (Ex) (10th): The character gains Fast Healing equal to its Constitution Modifier or Key Ability Modifier.
Regeneration (Su) (14th): The character gains Regeneration equal to its Constitution Modifier or Key Ability Modifier. It takes lethal damage from attacks of a chosen alignment opposed to its own (neutral may choose any alignment). It is always treated as the alignment opposed to the one it takes damage from for purposes of spells (so a neutral Adventurer with Regeneration overcome by Evil is considered Good for purposes of spells). Requires and overlaps with Fast Healing.
Diamond Mind:
Blindsense (Ex) (6th): The character gains Blindsense out to 60'.
Blindsight (Ex) (10th): The character gains Blindsight out to 60'. Requires Blindsense.
True Seeing (Ex) (14th): The character gains True Seeing out to 120'.
Iron Heart:
Death Ward (Ex) (10th): The character is immune to negative energy and death effects.
Freedom of Movement (Ex) (10th): The character is immune to effects that would impede its movement, as per Freedom of Movement.
Mind Blank (Ex) (14th): The character is immune to divinations and mind-affecting effects, as per Mind Blank.
Setting Sun:
Contingency (Ex) (10th): Choose a Counter maneuver you know. Whenever that counter would be applicable, it applies; you need not spend a Maneuver Available or an Immediate Action to initiate it, and may initiate it multiple times per round (though only once in response to any given situation).
Spell Turning (Ex) (14th): As an immediate action, you may spend a Maneuver Available to reflect a number of spell levels of targeted spells equal to your highest level maneuver known, as per Spell Turning.
Spell Absorption (Su) (18th): As an immediate action, you may spend a Maneuver Available to absorb a spell that targets you, that you touch the effect of, or that you are in the area of, with a spell level no higher than your highest level maneuver known. With this same action, you may instantly initiate a maneuver you know of equal or lower level than the spell. The Maneuver Available you spent to absorb the spell is used to initiate the maneuver. If you can cast spells, you can instead cast a spell of equal or lower level, if your wish. Requires Spell Turning.
Shadow Hand:
Hide in Plain Sight (Su) (6th): You can hide even while being observed.
Concealment (Su) (10th): You always have Concealment.
Total Concealment (Su) (14th): You always have Total Concealment (although you can still be pinpointed). Requires Concealment.
Stone Dragon:
Damage Reduction (Ex) (6th): You gain Damage Reduction overcome by a material of your choice. The DR is equal to half your level. You also gain DR/Magic equal to your Con Modifier or Key Ability Modifier. These two forms of DR stack (so if your material is Adamantine, you are level 10, and your Con Mod is 6, you would have DR 16/Adamantine and Magic, DR 10/Adamantine, and DR 6/Magic).
Energy Resistance (Ex) (6th): You gain resistance to Fire, Cold, Electricity, Acid, and Sonic damage equal to twice your level.
Mettle (Ex) (6th): You gain Mettle.
Tiger Claw:
Danger Sense (Ex) (2nd): You may always act in a surprise round unless physically unable to.
Improved Danger Sense (Ex) (6th): You are immune to the flat-footed condition and never denied your Dexterity bonus to AC. Requires Danger Sense.
Second Chance (Ex) (10th): You may reroll a failed saving throw against a lasting effect one round after the failure (as per the Slippery Mind class feature, but with all saving throw types).
White Raven:
Scatter (Ex) (2nd): As an immediate action, when you are targeted by an attack that affects multiple targets or within an area effect, you can allow every ally in 30' (including you) to move up to their speed. They avoid the effect if they move outside the affected area. Multi-target effects can still target, but the distance between targets is calculated after the movement.
Tactics (Ex) (6th): None of your allies in 30' are considered Surprised, Flanked, Flat Footed, or denied Dex to AC unless all of them are.
Sunder Burst (Ex) (10th): As an immediate action, you may make an attack roll against the save DC of an area effect (or what it would be, if a save is not allowed). If you succeed, your threatened area is excluded from the affected area.
Universal:
Improved Save (Ex) (2nd): Choose a saving throw, you may substitute your total save modifier for this saving throw with a different save modifier of your choice.
Deflecting Parry (Ex) (6th): While not denied Dex to AC, you add your attack bonus to your touch AC, up to a maximum of your normal AC.
Spell Resistance (Ex) (10th): You gain Spell Resistance 12 + your class level.
Defy Magic (Ex) (14th): You are always entitled to a saving throw to negate spells. If a spell or spell-like ability directly affects you, you can roll a saving throw (either the save called for by the spell or, if one is not allowed, your highest save) to simply ignore the spell. You can defy any targeted or area spells (that target you or include you as an affected creature in the area), or any Effect spell that allows Spell Resistance. You can't ignore spells that create effects that don't allow SR (such as most summons, callings, and creations), spells that affect another creature (such as an enemy's buffs), or spells that don't otherwise directly affect you. You can only attempt to ignore a given casting of a spell once; if you fail, it affects you normally for its duration. Ignoring a spell that does allow a save is part of the normal saving throw; you do not receive two chances to save, but if you save successfully you ignore even partial or reduced effects.
Magic Immunity (Ex) (18th): You are immune to any effect that allows Spell Resistance. Requires Spell Resistance.
Never Fumble (Ex): Starting at fourth level, the character is unlikely to leave substantial openings in combat. It no longer provokes attacks of opportunity for firing a ranged weapon while in melee, for attacking unarmed, or for initiating a combat maneuver (including one that requires it to enter its opponent's space). If it fails a combat maneuver, the enemy cannot react to use the same maneuver on it. Finally, if the campaign is using fumble rules, the character may choose to ignore any fumble result received (on the off chance that the fumble table includes some rare beneficial result which the character rolls, it may keep the result).
Never Fall (Ex): An eighth level Adventurer is starting to become clearly superhuman. From this point on, it ignores falling damage.
Martial Mobility: A tenth level Adventurer is blatantly a superhuman being, and gains a form of expanded mobility. It may choose a single option, but must select either the Universal option or one of the options for a known discipline.
Desert Wind - Walk the Desert Winds (Su): The character can walk on air as easily as earth. It is constantly affected by an Air Walk effect and doubles its base land speed.
Devoted Spirit - Spirit Self (Su): The character can enter the form of a semi-tangible spirit, allowing it to move through objects as if it were incorporeal and fly at half its normal speed with good maneuverability. It is not fully incorporeal; it gains a 50% miss chance agains nonmagical weapons, and a 20% miss chance against magic weapons and energy attacks. It is affected normally by ghost touch weapons. Its own items are equally semi-tangible.
Diamond Mind - Superhuman Speed (Ex): The character moves at incredible speeds. Its base land speed is increased by 30' per level, and its movement multiplier for running increases by its level. The character moves so fast that, as long as it doesn't stop moving, it can run up vertical surfaces or across liquids (taking half damage from harmful substances).
Iron Heart - Unstoppable Throw (Ex/Su): The character isn't so mobile, and doesn't need to be where arrows and throwing axes travel quite nicely. Whenever the character attacks with a thrown or ranged weapon, the range increment increases to 200'. The character can throw any weapon it can wield with no penalty, and thrown weapons return to it after every attack (ricocheting back normally, but if the character wants to make this supernatural, they can teleport back instead). The character's ranged attacks ignore all forms of wind, any intervening concealment (but not effects that apply concealment directly to the target), and any cover that they deal enough damage to penetrate, potentially including total cover. The character must still aim the attack correctly. Additionally, the attack shatters and destroys any magical barriers with a successful opposed check pitting the character's initiator level against the effect's caster level, without harm to the item if the check succeeds (including prismatic effects).
Setting Sun - Zone of Control (Ex): The character relies more on deft movements than sheer speed. It gains Spring Attack as a bonus feat. Its threatened area increases by 5' per two levels. When the character takes a 5' step, it can move anywhere in this range (it moves to its chosen spot, and then recalculates its new threatened area). Any time the character makes a melee attack (including attacks of opportunity), it gets a free 5' step, which must first bring it into its normal reach of the character it attacks, and then allows it to reposition to elsewhere in its Zone of Control. When making an attack against multiple targets (such as a Whirlwind Attack), the character moves to attack each enemy in its current Zone, and then finally chooses its ending location before recalculating its threatened area.
Shadow Hand - Shadow Stride (Su): By spending a Maneuver Available as a move action, the character can Dimension Door as a sorcerer of its class level.
Stone Dragon - Burrowing (Ex): The character can burrow through most obstructions, even sundering magical barriers to get where it needs to go. The character can burrow at its normal speed through any material with a Hardness equal to or less than half its class level. It can burrow at half speed through substances with Hardness up to its class level. It can sunder and destroy any magical barrier as a swift action with a successful initiator level check, opposing the effect's caster level check, without harm if the check succeeds (including prismatic effects).
Tiger Claw - Superhuman Leap (Ex): The character can leap amazing heights. As a move or swift action, the character can jump up to ten feet per point of its total Jump bonus, vertically or horizontally. If it wishes to spend the actions, it may "double jump" while already in the air.
White Raven - Unstoppable Rush (Ex): The character can rush its enemies with unstoppable fury. When charging, the character ignores any difficult terrain in its path. It crashes through obstacles with a Hardness less than its class level without difficulty. Anyone in its path is subject to a free Overrun attempt, with a +1 bonus per class level. It ignores any persistent area spells it passes through, suffering neither a reduction of speed or damage from such hazards. Magical barriers are sundered and destroyed if it makes a successful opposed check pitting its initiator level against the effect's caster level, without harm if the check succeeds (including prismatic effects). It gets a +1 bonus per class level to AC and saves against attacks of opportunity and readied actions set against it, and against any traps it triggers during its charge. Finally, if desired, its charge can end with an incredible leap, achieving vertical height of up to five feet per point of its Jump check modifier as a swift action.
Universal - Superhero's Step (Su): The character stops pretending that it isn't a medieval-era superhero. It gains a Fly speed of twice its land speed with perfect maneuverability.
Never Fail: Killing an Adventurer of twelfth level or higher is no easy task. The character can survive with a hit point total as much as half its normal hit points below 0, and automatically stabilizes if brought below 0 hit points. Any effect that would automatically kill it merely reduces it to -10 hit points, though it appears quite dead. It also specifically ignores death from massive damage and any variant rules that cause death or crippling injury due to fortuitous rolls (such as the Instant Kill variant or various called shot or critical hit tables). If the character is below 0 hit points and winds up, say, falling off a cliff or getting a building collapsed on it or something, its enemies will be unable to find the body with even the most thorough of search.
Never Fade: By 16th level, the only thing harder than killing an Adventurer is keeping it down. The character ignores any negative effects that would come with being resurrected (such as being brought back in a new body, losing a level or point of Constitution, etc). Additionally, while the normal components for the resurrection must be provided to bring the character back, they are not consumed (in other words, they are treated as a focus rather than a material component).
Never Let Up! A 20th level Adventurer has enough maneuvers available in an encounter that it can afford to go all out, and the raw skill required to keep up a stream of martial strikes. Whenever the character takes the standard action necessary to recover a maneuver, and expends the swift action to do so, it may elect to initiate a martial strike instead. It does not recover a maneuver, and it does expend one to use this strike. The strike must be one that can be initiated as a standard action.
Quellian-dyrae
05-20-2012, 11:26 PM
The Mage
HD: d4.
Skills: Concentration, Craft, Decipher Script, Knowledge (Arcana, Religion, Nature, Planes), Profession, Spellcraft, Use Magic Device (and see Spellcasting).
Skill Points: 4.
Proficiencies: Simple Weapons, No Armor, No Shields.
The Mage
Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Spellcasting, Power.
2nd|+1|+0|+0|+3|Mana Shield.
3rd|+1|+1|+1|+3|Metamgic +1.
4th|+2|+1|+1|+4|Bonus Feat.
5th|+2|+1|+1|+4|Power.
6th|+3|+2|+2|+5|Metamgic +2.
7th|+3|+2|+2|+5|Upgrade Circle.
8th|+4|+2|+2|+6|Bonus Feat.
9th|+4|+3|+3|+6|Metamagic +3.
10th|+5|+3|+3|+7|Greater Power.
11th|+5|+3|+3|+7|Upgrade Circle.
12th|+6|+4|+4|+8|Bonus Feat, Metamagic +4.
13th|+6|+4|+4|+8|Powers.
14th|+7|+4|+4|+9|Upgrade Circle.
15th|+7|+5|+5|+9|Metamgic +5.
16th|+8|+5|+5|+10|Bonus Feat.
17th|+8|+5|+5|+10|Upgrade Circle.
18th|+9|+6|+6|+11|Metamagic +6.
19th|+9|+6|+6|+11|Casting Reduction.
20th|+10|+6|+6|+12|Bonus Feat, Double Upgrade.
Spellcasting: The primary ability of mages is their ability to cast spells. Mage spellcasting has several differences from normal spellcasting classes.
Casting Score: At first level, a mage chooses Intelligence, Wisdom, or Charisma as its casting score. The appropriate ability modifier is referred to as its casting modifier. The mage's casting score determines several aspects of the mage's spells and abilities. A mage must have a casting score of at least 10 + the spell level to cast spells of a given level. The save DC for a mage's spells is equal to 10 + the spell level + the mage's casting modifier.
The mage's choice of its casting ability also determines the mage's additional class skills:
Intelligence: Knowledge (all), Search.
Wisdom: Heal, Listen, Sense Motive, Spot, Survival.
Charisma: Bluff, Diplomacy, Intimidate, Perform.
Circles: A mage's spell list is determined by its Circles. At first level, the mage chooses any four Circles that make up its spell list. Mages may cast all spells on their spell list spontaneously. The maximum spell level a mage is able to cast is based on its class level - mages can cast spells of a spell level no higher than half its class level, rounded up. Levels in prestige classes that add +1 level to casting add directly to the mage's level to determine maximum spell level. Levels in other classes (or prestige class levels that don't advance casting) add +1 effective mage level per two class levels - as the mage's personal power grows, it becomes better able to command more advanced forces, even if its personal study of magic has lapsed.
Whenever a mage gains a feat or ability that is dependent on a certain school of magic (such as Spell Focus), it chooses a Circle that the benefit applies to, rather than a school.
Energy: Mages do not draw from a certain number of discrete spells per day. Rather, all mages have a pool of Energy, which they spend to cast spells. Energy is provided based on the mage's class level, so while a multiclassed mage can still cast higher level spells, it cannot cast as many, and a character with only a few levels of mage might not have enough Energy to power its highest level spells. A mage's Energy is equal to its class level times (5 + its casting modifier). Changes to casting modifier do not provide additional Energy, unless the change lasts for at least 24 hours. Prestige classes that advance casting provide additional Energy (and of course, continue to increase maximum spell level since they increse character level), but do not provide any other benefits of mage class levels, such as new Circles, bonus feats, powers, and signature spells.
A mage's Energy refreshes after a full night's rest. Additionally, upon succeeding an encounter, a mage recovers Energy equal to its level + its casting modifier (this cannot bring its Energy above its normal maximum).
In the case of effects that restore spell levels, the mage receives Energy equal to the normal cost of a spell of the appropriate level.
The Energy cost of spells varies by spell level as follows:
Level 1: 1 Energy.
Level 2: 3 Energy.
Level 3: 6 Energy.
Level 4: 10 Energy.
Level 5: 15 Energy.
Level 6: 21 Energy.
Level 7: 28 Energy.
Level 8: 36 Energy.
Level 9: 45 Energy.
Armor: Mages suffer a chance of spellcasting failure for wearing any armor they are not proficient with.
Latent Abilities: Each Circle a mage knows also provides a latent ability; a minor feature that provides a slightly better than Cantrip-level effect that the mage can use at will as a swift action, as well as some minor descriptive capabilities. The effects of latent abilities that last on a duration do not stack. The DCs of these abilities are 10 + 1/2 level + Casting Modifier.
Energy Burn: A mage is able to cast its spells despite low energy cost or a lack of components, but doing so is damaging to the mage's body. A mage may accept energy burn when casting spells to reduce the spell's cost. Each point of energy burn causes a one-point reduction in the mage's current and maximum hit points. The mage's maximum hit points recover with natural rest only (at the normal rate for resting, and concurrently with normal hit point recovery). Each point of energy burn can lower the Energy cost of a spell by 1. A point of energy burn can also substitute for up to 5 gold or 1 XP per character level in component or XP costs (for casting spells, not for crafting magic items). A mage can sustain enough energy burn to incapacitate or kill itself. Worse, a mage who reduces its maximum hit points to -10 with energy burn not only dies, but cannot ever return to life. A mage can sustain more energy burn than would kill it (if it is already injured, for example), but may not sustain more than would bring its maximum hit points to -10.
Mana Shield (Su): Starting at second level, the mage can use its magic to protect itself, spending Energy to prevent hit point damage on a point for point basis. For each full 10 Energy spent in this way, the mage can prevent additional damage equal to its casting modifier. This does not require an action. If the mage receives more damage mitigation that it receives damage, the excess lasts for one round. Mana Shield cannot be used to reduce the damage of energy burn.
Metamagic (Su): Mages do not use metamagic feats the way normal casters do. Until third level, it cannot use any metamagic feats except for those that do not modify the spell's effective level, which it may apply freely. Starting at third level, the mage can apply metamagic feats it possesses to its spells by increasing the Energy cost. Each level of metamagic applied increases the Energy required to cast the spell by one spell level. For example, Maximizing a Fireball would cost the mage 21 Energy, rather than the normal 6. Beyond level 9, the Energy cost continues to increase by the new spell level at each spell level (so a spell increased to 10th level costs 55 Energy, 11th costs 66, and so on).
Mages may apply metamagic feats even if this would bring the effective level of the spell above its maximum. However, a mage may only apply a certain amount of metamagic in any given round. At third level, it may apply a single spell level worth of metamagic per round. Each additional three levels raises this limit by one.
Effects that reduce the cost of metamagic feats, or that apply them automatically without increasing the spell level, result in an appropriate reduction in Energy costs. However, such applications still count fully against the mage's per-round limit. For example, a mage using a Metamagic Rod of Maximize to Maximize a Fireball would pay only 6 Energy to do so, as normal for casting a Fireball, but would still use up three of its allowed levels of metamagic for the round (and thus could not use the rod at all prior to ninth level).
Bonus Feats: At fourth level, and every four levels thereafter, the mage gains a bonus feat, which it must fulfill all normal prerequisites for. The feat must be an item creation feat, and metamagic feat, or a feat that affects spellcasting (such as Spell Focus or Spell Penetration).
Powers: At first level, a mage gains one power from the list below - a useful ability that it can use to supplement its spellcasting. Unless otherwise noted, these powers are usable at will. Those that require saves have a DC of 10 + 1/2 the mage's character level + the mage's casting modifier. At fifth level, the mage gains an additional power. At thirteenth level, the mage gains two additional powers.
Powers generally scale with your character level, but this assumes that you have either five levels in the Mage class, or your total Mage level is no more than one lower than the combined total of your levels in other classes. If you do not meet at least one of these requirements, all power effects that scale with character level (including DCs) instead scale with class level.
Animal Companion: The mage gains an animal companion as a Pathfinder druid of its character level. By taking this power a second time, the companion gains the Intelligence and abilities of a Familiar of a wizard of its character level.
Channel Spell (Su): As a standard and swift action, the mage may make a single attack with a wielded weapon, and also cast a spell with a casting time of one standard action or less. If the spell is harmful, it affects the target struck by the weapon. If beneficial, it affects the mage. The mage's Base Attack Bonus increases by the spell level for the purpose of this attack, up to a maximum BAB equal to its character level. Spells that create Effects cannot be channeled, and those that affect an Area only affect the struck target. The attack roll replaces any touch attack or Reflex save required by the spell, but other saves are allowed normally. By taking this power a second time, the mage can also use a full-round and swift action to channel a spell into a full attack. In this case, a harmful spell applies to each target struck, though no target can be affected more than once.
Combat Training: The mage gains the Average BAB rating, a good Fortitude save, a d8 HD, and proficiency with one martial weapon, heavy armor and shields. If the mage is multiclassed in a class with a Good BAB, the mage instead gains a Good BAB for one level per level of Good BAB classes it has. If the mage takes this power a second time, it may choose to substitute its casting modifier for a single physical ability modifier for purposes of combat stats and actions (attack rolls, AC, saving throws, damage rolls, hit points, combat maneuver checks, initiative, etc).
Compulsion: As a standard action, the mage can attempt to force a target in Medium range to do something against its will. The target must make a Will save; if it fails, on its next turn, the mage may choose what it does with any one of its actions (its other actions may be taken normally). The mage may choose whether to allow the target to take its actions before or after it compels an action. This is a mind-affecting compulsion. By taking this power twice, the mage may choose two of the target's actions.
Debilitate (Su): As a standard action, the mage can attempt to weaken a foe. The mage chooses an ability score; the target must make a Fortitude save (if the ability score is a physical one), or a Will save (if mental) or sustain a penalty to that ability score equal to the mage's casting modifier. This penalty lasts for one round per mage level and does not stack with other Debilitate attempts. By taking this power twice, the mage can penalize two scores at once.
Energy Bolt (Su): As a standard action, the mage can unleash a bolt of arcane energy as a ranged touch attack with Medium range, dealing 1d6 points of damage per character level, plus additional damage equal to the mage's casting modifier. If the mage is using a magic weapon, it can cast the bolt through the weapon, adding the enhancement bonus to the attack and damage roll and applying any valid special effects on the weapon to the bolt (not all effects are useful; for example, a Speed enchantment won't do anything, since this is a supernatural ability, not a full attack). The mage can choose the form of energy the bolt takes when it gains this power, selecting from the following list. At the cost of two Skill Points, the mage may select an additional form of Energy Bolt that it can use.
Whenever casting a spell or using an ability that deals energy damage, the mage may choose to substitute an energy type it knows for the spell's normal energy type, applying the listed effects and changing the damage type.
By taking this power a second time, the mage may select a second energy type, and use two energy types at once, applying the benefits of both, exploiting vulnerabilities to either, and bypassing immunities or resistances that only apply to one. It may also shape the effect into one of the following areas on use: a 10' radius burst, a 5' radius cylinder 50' high, a 20' cone, or a 40' line. In these cases, it does not require a touch attack, but all targets get a Reflex save for half damage.
Fire: The energy bolt deals one additional point of damage per die.
Cold: The target of the energy bolt is Fatigued for one round.
Electricity: Rolling the maximum on any die of damage allows rerolling and adding the die (if the effect is maximized, it deals +1 damage per die).
Acid: The energy bolt deals additional damage next round equal to twice the number of dice rolled.
Sonic: The target of the energy bolt is Deafened for one round per level.
Force: The energy bolt can affect ethereal and incorporeal creatures without a miss chance.
Positive: The energy bolt deals double damage to the undead. When a living ally is affected by the energy bolt, the mage can choose to heal it 1/3 the damage the bolt would normally inflict, rather than dealing damage, but this healing cannot bring the ally above half its maximum hit points.
Negative: The energy bolt heals undead rather than damaging them. If the mage desires, it can instead subject an undead creature struck to a Rebuke attempt as if by a cleric of the mage's level. The energy bolt cannot be used to control undead, only to rebuke.
Water: The target of the energy bolt is subject to a Trip attempt, with an effective Strength bonus equal to the mage's casting modifier.
Wind: The target of the energy bolt is subject to a Bull Rush attempt, with an effective Strength bonus equal to the mage's casting modifier.
Earth: The energy bolt deals physical Slashing, Piercing, and Bludgeoning damage (subject to DR, but treated as a magic weapon), and does not allow Spell Resistance.
Light: The target of the energy bolt is dazzled for one minute. A creature particularly susceptible to bright light is blinded instead, and a creature to whom sunlight is harmful takes maximum damage.
Dark: The target of the energy bolt suffers a 20% miss chance for one round.
Holy: The energy bolt deals +2 damage per die against Evil creatures.
Unholy: The energy bolt deals +2 damage per die against Good creatures.
Axiomatic: The energy bolt deals +2 damage per die against Chaotic creatures.
Anarchic: The energy bolt deals +2 damage per die against Lawful creatures.
Psychic: The energy bolt does not require line of sight (it does still require line of effect) and ignores concealment. It does not require a touch attack, but a Will save is allowed to negate (when used to alter a damaging spell, also replace Reflex saves with Will saves).
Mana: If the energy bolt beats a target's Spell Resistance, that target loses its Spell Resistance for one round.
Imposition (Su): As a standard action, the mage can impose a certain condition on a target in Medium range. The target is entitled to a saving throw to resist, and the effect lasts for two rounds. The mage may choose the kind of condition it can inflict from the list below, choosing when it gains the power. The save required is based on the condition. For two Skill Points, the mage can choose an additional option, which it may select from when using the power. By taking this power twice, the mage can attempt to affect a number of targets equal to its casting modifier, but this lowers the duration to one round.
Blinded: Fortitude.
Confused: Will (Mind Affecting).
Dazed: Will (Mind Affecting).
Nauseated: Fortitude.
Panicked: Will (Mind Affecting, Fear). Target is instead Shaken one round on a successful save.
Stunned: Fortitude.
Inspiration (Su): As a standard action, the mage can create a display of magical power that strengthens its allies. Maintaining the Inspiration requires a swift action each round. The mage, and all allies who can see and hear it, receive a +1 bonus on attack and weapon damage rolls or a +1 bonus on AC and saving throws, chosen when the mage gains this Power. For each five character levels, the bonus increases by +1. The mage may select this power twice to gain both effects. While inspiring, the magical displays shed light as a torch.
Puppetmaster (Su): As a standard action, the mage can allow an ally to take an immediate standard or move action of the mage's choice (though the ally can refuse). Any resources that must be expended for this action are; the mage merely provides the necessary action. By taking this power twice, the mage may instead spend a full-round action to allow the ally to take a full round action (or a standard and move action). The ally affected must spend an Immediate action to take this bonus action.
Skill Training: The mage gains a good Reflex save, a d6 HD, proficiency with light armor, six skill points per level (rather than four), and eight additional class skills of its choice. If the mage is multiclassed with classes that grant eight skill points per level, it gains eight skill points for one mage level per level in such classes. By taking this power a second time, the mage may also substitute its casting modifier for a single chosen ability modifier for all purposes related to skills (including skill points per level if it chooses Intelligence).
Soothing Presence (Su): As a standard action, the mage can grant a target in Close range 1d6 temporary hit points per character level. These temporary hit points do not stack. By taking this power twice, the mage can choose to halve the temporary hit points granted to grant them to all allies in Close range, rather than just one. This power can channel either positive or negative energy; if it channels positive energy, it damages undead creatures rather than granting temporary hit points. If it channels negative energy, it damages living creatures instead of granting temporary hit points. If it uses neither, it provides temporary hit points to both. A character damaged by this ability may halve the effect with a Will save.
Summoner (Su): As a full-round action, the mage can summon a creature from the Summon Monster or Summon Nature's Ally list of creatures, as if casting the appropriate spell of a level equal to half its character level, rounded up. The mage may use this ability once per minute. Creatures summoned by this ability last for a number of rounds equal to the mage's character level + its casting modifier. By taking this power twice, the mage grants its summoned creatures a bonus on attack rolls, damage rolls, AC, and saving throws equal to half its character level.
Telekinetic: As a move action, the character can telekinetically lift and move a single object or willing creature in Medium range. Its total carrying capacity is calculated as if it had a Strength score equal to twice its character level + its casting modifier. It can move the targets up to five feet per character level. Additionally, as a standard action, the mage can buffet a single foe with strong telekinetic force. The target must make a Reflex save (it may substitute a Strength check if it wishes). For each point it fails by, the mage can cause one of the following effects: Lower its speed for that round by 5'; impose a -1 penalty on attack rolls, AC, or Reflex saves that round; impose a -1 Armor Check Penalty that round; impose a -2 penalty on weapon damage rolls that round; move the target 5'; disarm one item; render the target prone; or deal two points of damage. Targets get a +2 bonus on the save per size category above Medium, and -2 per size category below. By taking this power twice, the mage may also spend a swift action to affect a number of targets equal to its casting modifier, although when lifting and moving, all targets affected count against the mage's carrying capacity.
Upgrade Circle: At 7th, 11th, 14th, and 17th level, the mage can upgrade one of its chosen Circles. It may choose one of the following upgrades. A Circle may be upgraded multiple times, but the same upgrade cannot apply to the same Circle multiple times.
Cheap: You can cast spells of the chosen Circle more cheaply. The Energy cost of all spells of that Circle is determined for spells one level lower (1st level spells can be cast at will).
Piercing: Spells of the chosen Circle can pierce immunities. If the target would normally be immune to the spell, you may make a class level check, DC 11 + the class level of the character with or providing the immunity. A success allows you to ignore the immunity. If targeting multiple immune creatures, make one check and apply against each DC.
Powerful: Spells of the chosen Circle can be cast more powerfully. When you cast a spell of that Circle, you gain one additional level of Metamagic allowed that round, which must apply to that spell. The normal Energy cost for this additional level of metamagic must still be paid.
Reliable: Your spells from this Circle can more reliably affect enemies. When calculating the DC of spells of this Circle, use 10 + 1/2 your character level + your casting modifier.
Tenacious: Your spells from this Circle are harder to dispel; add your casting modifier to the DC to dispel them.
Versatile: You have a more versatile selection of spells. Whenever you have options for spells of a given Spell Level in this Circle, you may swap out any spells of that level or higher for the optional spells, rather than just the specific spell they are listed with. Further, you may swap spells from this Circle for spells of equal or lower level from the related Circle. If you ever receive fewer than three spells of a given spell level for this Circle, you may fill the existing slots with spells of the related Circle.
The default Circle pairs are as follows:
Ally Augmentation and Personal Augmentation
Arcane Transit and Explorer's Tricks
Area Alteration and Ephemeral Constructs
Baleful Curses and Physiological Assault
Beguiling Influence and Mental Disruption
Curative Arts and Purifying Rites
Deceptive Glamours and Illusory Tricks
Defensive Augmentation and Specialized Proofing
Divinatory Revelations and Oracular Perceptions
Energy Evocation and Flash and Fanfare
General Arcanum and Natural Mysticism
Some Circles can select from multiple possible related Circles (the mage can choose any matches as a related Circle, but may only choose one).
Ally Augmentation, Defensive Augmentation, Personal Augmentation, and Specialized Proofing.
Arcane Transit and General Arcanum.
Area Alteration and Natural Mysticism.
Baleful Curses and Beguiling Influence.
Curative Arts and Divinatory Revelations.
Deceptive Glamours and Flash and Fanfare.
Energy Evocation and Physiological Assault.
Ephemeral Constructs and Illusory Tricks.
Explorer's Tricks and Oracular Perceptions.
Physiological Assault and Mental Disruption.
Purifying Rites and Specialized Proofing.
Greater Powers: A tenth level mage has unlocked a more potent special power, which it may choose from the following list.
Additional Circle: The mage gains access to another Circle.
Artifice: The mage can craft magic items without knowing the necessary spells, although by default this ability only allows the creation of items based on spells listed in one or more Mage Circles in the case of potions, scrolls, and spell trigger items; the DM may make exceptions on a case-by-case basis. The mage may also create temporary items with a value of up to 1,000 gold per class level without spending gold or XP; this takes twice the normal time, and the item is inert until activated (a free action), at which time its magic lasts for one minute per mage level (if the item casts spells or creates effects, these also fade after this time). The mage may only have up to one temporary item in existence at a time per two points of its casting modifier. Finally, the mage can restore the powers of an item that has been destroyed or disjoined by spending half the normal crafting time (this does not cost the mage gold or XP). The mage must have the necessary item creation feats to use its artifice on items of the appropriate type.
The mage can also conjure or transmute objects. Conjuring objects requires the expenditure of components equal in value to that of the item to be conjured. Transmuting objects is done without components, but an item cannot be turned into another item of greater intrinsic worth. The mage can conjure or transform up to ten pounds of material per level with a full-round action (heavier targets require proportionately more time). Alternately, the mage can use this ability to utilize the Craft skill. Doing so allows the mage to use any material as the base material, so long as it is of equal value to the raw materials required, and multiplies the amount of progress per Craft check by the mage's level. The mage can further speed the crafting by spending Energy, with each point of Energy increasing the progress multiplier by one.
Divinatory Query (Sp): The mage is able to acquire information through magic. This requires a ten-minute ritual. At the end of the ritual, the mage casts its magic out seeking the information it desires. The mage's player may ask the DM a question of its choice.
The DM must respond to such questions with accurate, helpful, and relevant information, but the amount of information you can expect from this power is limited. This power is not expected to solve puzzles in itself. Rather, it can be used to get hints and clues that help you reach a conclusion, leads that can help you decide what to do to get more information, pieces of data that can narrow down the possibilities or provide tactical insight, or direct yes-or-no answers to questions to confirm or refute suspicions. The DM may elect to provide more information if it wishes (and can also provide information through this power even without the character actively using it, if it wishes).
Multiple divinations about the same subject (challenge, mystery, puzzle, etc) are difficult. You can generally perform only one per point of your casting modifier. Beyond that, the GM is no longer bound by the minimum requirements; any additional information is at its discretion.
The mage can also perform a targeted divination. In this case, it is a swift action targeting a creature. The target must make a Will save; if it fails, it provides the answer to the question as it knows it. This answer must be truthful, accurate, and complete, as far as the target's knowledge allows. The mage may use this to ask what the target will do in response to a certain circumstance; if it does so, the target must act as described when the situation comes up. If circumstances have changed sufficiently that such a course of action would be detrimental to the character, it can avoid taking the actions it defined, but this causes it to be dazed for one turn.
Finally, the mage can use this Greater Power to anticipate certain events and prepare for them. The mage may have up to one event prepared for per point of its casting modifier at any one time. The event in question should be roughly as specific as a Contingency trigger. When the event comes up, the mage may spend an Immediate action to declare that it recognized the course of events leading up to the situation and worked a spell in preparation. The mage may "have cast" a spell previously that can help in this situation, which is now retroactively applied. The mage must have been in a situation where it could have cast the spell previously within the spell's duration of the trigger, and the spell chosen cannot violate what happened since then, although it is possible for such spells to violate events that would have turned out differently with the spell, so long as they could have turned out the way they did. For example, a mage could retroactively cast a Shield of Faith spell to increase its armor class against an attack, even if having had Shield of Faith cast would have resulted in a previous critical hit being unconfirmed (since the attacker could have just rolled higher on its threat check). However, it generally could not have retroactively cast Elemental Body, since that spell would have made the mage completely immune to the critical hit, violating the past event. Even then, if the attacker could have dealt the same damage with a non-critical hit on a higher roll (as might be the case if much of the damage was in extra dice), Elemental Body would again be valid. If the mage cannot fulfill these conditions, then it may instead reroll or a force a reroll of any one die roll involved, after seeing the result.
While this ability is meant to be a useful information-gathering tool to the mage, it is also offers utility for the DM in driving the story. The DM may always choose to provide more or better information than suggested in the guidelines above, if doing so will improve the story. The above guidelines represent the minimum that the mage should be able to expect for investing in this ability at the expense of other Greater Powers.
Eternal Life (Ex): The mage has unlocked the secrets of perpetual life and youth. It no longer receives ability modifiers (positive or negative) for aging, cannot be magically aged, and has no maximum age. It may also choose one of the following protective benefits that come about due to its perpetual life.
Undeath: The mage gains the Undead type, with all corresponding benefits and penalties.
Regeneration: The mage gains Regeneration equal to half its casting modifier, overcome by two energy types of its choice. The mage cannot be made immune to either of these energy types or to nonlethal damage if it has this capability.
Impervious Form: The mage's body becomes particularly resilient, granting DR/- equal to its casting modifier, DR/alignment, material, or weapon type equal to twice its casting modifier, or DR/magic equal to four times its casting modifier.
Rejuvenation: The mage's spirit is tied to a certain place or object, and regenerates there 1d6 days after death. The object cannot be destroyed by normal means, but a challenging quest can be undertaken to destroy the object or sever the mage's connection to the place (the mage's player and the DM should work together to design a suitable quest). The mage can form a new connection with a month of work. Spirit-destroying or -capturing powers can still prevent or forestall the mage's rejuvenation.
Intangible Form: The mage's body is more a projection of its mind than anything. The mage can become Incorporeal at will.
Arcane Vigor: The mage adds its casting modifier to its hit points gained each level, rather than its Constitution modifier.
Master of Wards (Sp): The mage can create wards...but apparently my rules for them are too long to fit in one post with the rest of the class, so maybe I ought to think about trimming them down some.
Necromantic Reanimation (Sp): The mage can reanimate the dead. Using this ability to create permanent undead minions requires a one-hour ritual. The mage can also use it to reanimate the fallen in the thick of battle; in this case, it takes one full round, but the undead return to death after one minute per level, or when the mage uses this ability again. Undead summoned during battle must be Actively controlled. The mage can select from the following options when using this ability:
First, it can animate corpses as skeletons and zombies, as with the Animate Dead spell. With a single use of this ability, the mage can animate up to four HD per class level of undead, all of which must be within Medium range. Time dead has no impact on what can be targeted with this use of the ability.
Second, it can animate a single corpse as a more powerful undead creature. The undead created must be the same size as the corpse, and cannot have a higher CR than the corpse did in life. Time dead has no impact on what can be targeted with this use of the ability.
Third, it can animate a single corpse while binding some portion of its former spirit to create an undead with the subject's memories and abilities. The corpse reanimates with an undead template of the mage's choice (alternately, it can reanimate the target as a generic undead with its old capabilities plus the Undead type, but no other new abilities). The CR modifier of the template applied cannot cause the new creature's CR to become higher than the mage's character level - 4 (if the creature's CR is already higher than this, the mage can only reanimate it as a generic undead).
In any event, the negative energy the mage can bind to the target is insufficient to power any spells or spell-like abilities emulating spells with an XP cost, an expensive focus or material cost, or a spell level higher than the mage can cast. Any such abilities the undead would normally be entitled to are lost.
Any creature that the mage reanimates with a CR of the mage's character level - 4 or less falls immediately under the mage's control. Creatures of higher CR are free-willed. Skeletons and zombies are always automatically controlled.
Control over the undead comes in two types: Active and Passive. A mage can Passively control any number of undead. It may Actively control a maximum effective EL of undead equal to its character level - 4 normally. If the mage concentrates, it may Actively control a maximum effective EL equal to its full character level.
Actively controlled undead, mindless or intelligent, are under the mage's complete mental control. The mage can direct their strategies, perceive through their senses, and otherwise direct them as it chooses. The mage's player may control the undead freely.
Passively controlled undead are not as useful. The mage receives no sensory input from the undead, but does get a general sense of what they are doing, and may decide whether or not the undead will attack beings they encounter (by default, unintelligent undead attack any being they encounter, and intelligent undead attack any being they expect they can defeat). The mage may also prevent a Passively controlled undead from doing something it does not wish (such as giving information to its enemies or sabotaging its goals). While Passively controlled, unintelligent undead stand inert unless they encounter a being to attack, while intelligent undead act as appropriate to their nature, controlled by the DM (but limited by the mage's will regarding who they can attack and what they are allowed to do). The mage may give Passively controlled undead one order in any 24-hour period (it must do so verbally, and the undead must be able to hear the command), and this order cannot be open-ended; generally, it is to go to a specific location or destroy a certain target, or perhaps perform a specific task, but it cannot be something like "protect me" or "follow me and destroy anyone that attacks me" or "help me reach the end of this dungeon" or the like. The DM may decide if the order is too broad or open-ended for passive control. The order remains standing until the mage gives a new order, so once the undead arrive at the given location they will remain there. Even when following orders, the DM still controls Passively controlled undead, and the intelligent ones generally won't provide the mage with any more than the minimum necessary efficiency in their tasks (unintelligent ones generally only have so much efficiency in any case).
Planar Binding (Sp): The mage can call powerful outsiders to do its bidding. Calling an outsider requires a ten-minute ritual. This functions as a Planar Binding spell, with the following differences:
There is no limit to the power of creatures that the mage can call, though it can only call a single creature per ritual.
This power does not provide any inherent means to control the outsider. The normal opposed Charisma check has an alternate effect. If the mage succeeds, the outsider takes a -4 penalty on saving throws against the mage's spells, and the mage can banish it with a standard action. If the outsider succeeds, it gains a +4 bonus on saving throws against the mage's spells, and becomes immune to all Charms, Compulsions, and Banishing effects from the mage. This Charisma check cannot be improved by any magic, even enhancement bonuses, but the mage may substitute its casting modifier for its Charisma modifier if it wishes. Unless the mage is powerful enough to be a serious threat to the outsider, or the outsider deems the mage's cause worthy of its action, it usually takes a significant sacrifice, favor, or payment by the mage to enlist the outsider's aid. As a rule, the cost for enlisting an outsider's aid should be equivalent to an encounter with the outsider - for example, a sacrifice of treasure appropriate to an encounter of the outsider's CR, a favor that presents a challenge equal to its CR, the sacrifice of creatures with a combined EL equal to its CR, a sacrifice of XP appropriate to the mage's share for an encounter of the outsider's CR, and so on, depending on the nature of the outsider. Usually, if the mage succeeds the Charisma check, it can enlist the aid of an outsider with a CR equal to or less than its own character level - 2 without need of further payment, although this can depend on the nature of the task (a very dangerous task or one the outsider finds distasteful or beneath it, for example, would make an exception, even for weak Outsiders). Outsiders with a CR greater than the mage should always require some substantial recompense for their aid, even if the mage's goals are aligned with their own (after all, outsiders of such power are often busy with their own important tasks).
The mage need not attempt to force or trap the outsider. If it foregoes the trap and allows the outsider to automatically succeed its Will save, it may send a verbal message to the outsider requesting its aid. The outsider may then choose to answer the calling or not. This is generally an advisable strategy when dealing with outsiders that serve a similar cause, or those that have a significant advantage of power.
The binding effect somewhat shackles the power of the outsider, both limiting the power it could bring to bear against the mage and the power of a mage to exploit a stronger being. Outsiders called with this ability cannot use any spell or ability that calls other creatures, or any spell (or spell-like ability emulating a spell) that has an XP cost, expensive component cost, focus, or that is of higher level than the mage itself can cast. Most outsiders quickly understand when a mage is calling them to use a capability it could not easily emulate (such as a spell that isn't in one of the mage's Circles), and will almost always use this leverage to exact a payment or favor from the mage.
Polymorphing (Sp): The mage can take on the form of other creatures. Using this power is a full-round action, and allows the mage to duplicate any Pathfinder Polymorph spell that it is high enough level to cast.
Ritualism (Sp): The mage is capable of performing powerful magical rituals, emulating spells from Circles or even levels it cannot cast. By default, this power does not allow the emulation of spells not found in a Mage Circle, or custom effects. The DM may allow such effects on a case-by-case basis at its sole discretion, and may impose additional costs or requirements for using them. Performing a ritual requires one hour of work; it can be done in ten minutes by adding five Components to the ritual's cost, one minute by adding ten Components, or one full round by adding fifteen Components.
Performing a ritual requires a number of components equal to twice the spell level. The number of components increases by a cumulative 10 for every spell level above the mage's maximum. For example, an 11th level mage could perform a ritual for an eighth level spell, but it would cost 46 components (16 for the spell level, plus 30 for two levels above the mage's maximum).
The mage may choose the components it uses from the following list. Some components can only be chosen a certain number of times, or escalate in cost if they are chosen more than a certain number of times. Components marked with an asterisk are paid by the mage, even if other casters are participating.
Component costs cannot be negated, ignored, or obviated by immunities or other defenses.
Twice as much time spent. (Max 5 times, time cannot have been reduced)
Increase time spent by one step (Hours -> Days -> Weeks -> Months -> Years). (Time cannot have been reduced, each application counts as 5 Components).
The participation of another spellcaster, who must be high enough level to cast the spell in question. Lower-level spellcasters can be substituted, but it requires twice as many for each level lower. Mages may alternately sacrifice an equal number and power of characters, casters or not, although only truly vile mages would generally use this option. (Max 5 times)
An XP cost of 10 XP*. (Total cost doubled every 5 times)
A material cost valued at 50 gold pieces. (Total cost doubled every 5 times)
Two points of Constitution Damage, which cannot be healed magically*.
One Negative Level, which cannot be healed magically, or result in actual level loss and fade at the rate of one per day*.
Energy Burn equal to spell's normal Energy cost*.
A unique and difficult to acquire material component, determined at DM discretion. (DM decides maximum times allowed)
The ritual must be researched beforehand, which takes one day per hour that it takes to perform the ritual. The ritual must be used within an equal amount of time or it must be researched anew. This option can be chosen only once, but counts as five Components.
A Spellcraft check, DC 15 + twice the spell level, is required to perform the ritual. A failure by five or more causes a backlash at the DM's discretion (typically, the spell takes effect on an unintended target, the mage and others performing it if a detrimental spell, but the DM can select a different backlash of similar power). Each additional time this component is chosen, the DC increases by 3.
Wizardry: The mage is trained in wizardry, able to prepare alternate spells to face new challenges. The mage may change its Circles during downtime. Doing so requires study, meditation, prayer, or some similar method of refocusing the mage's energies, and must be done in a place condusive to the effort. For example, one mage might study the rituals and formulae for other spells in a library of arcane tomes, while another might pray for new magic in a hallowed temple to its deity, and a third might fall into deep meditation in the security of its home. Regardless of the exact method, the mage cannot change its Circles without returning to a city, its base of operations, or some other safe location. Changing one Circle requires a full day of work. Any upgrades that applied to the original Circle apply to the new one.
Casting Reduction: A nineteenth level mage is able to add metamagic to its spells more cheaply. The total effective spell level of all its spells is reduced by 1, to a minimum of the spell's normal level, for purposes of calculating Energy cost. If the game progresses into epic levels, each two levels past 19th reduces the effective levels by one additional level. Mages use this, and their continually improving Metamagic limit, to achieve epic-level spellcasting prowess. They may not select the Epic Spellcasting or Improved Spell Capacity feats. A multiclassed mage gains this class feature when its effective mage level for purposes of spell levels reaches 19 (in other words, when it would qualify for tenth-level spells).
Double Upgrade: A twentieth level mage is a true master of its favored Circles. Each Circle that it has upgraded may choose one additional Circle Upgrade. Only one such bonus upgrade applies per Circle, regardless of the number of times that Circle has been upgraded. Alternately, if desired, the mage can gain an additional Greater Power.
Quellian-dyrae
05-20-2012, 11:28 PM
Mage Circles
Ally Augmentation
Spells of this Circle bolster the mage's allies, focusing primarily on improving their offenses.
Latent Ability: The mage radiates a subtle aura of power. As a Swift action, it can grant an ally in Close range a bonus on weapon damage rolls equal to its casting modifier for one round.
Spells:
Level 1: Bless, Enlarge Person OR Reduce Person, Snake's Swiftness.
Level 2: Aid, {Animal's Boost}, Mass Snake's Swiftness.
Level 3: Greater Magic Weapon OR Greater Magic Fang, Haste, Heroism.
Level 4: Mass Enlarge Person OR Mass Reduce Person, Mass Shield of Faith, Recitation.
Level 5: Animal Growth, Divine Agility, Righteous Wrath of the Faithful.
Level 6: Mass {Animal's Boost}, Fires of Purity, Greater Heroism.
Level 7: Aura of Vitality, Brilliant Aura.
Level 8: Crown of Glory, Lion's Roar.
Level 9: Cloak of Bravery, Nature's Avatar.
Arcane Transit
Spells of this Circle allow the mage to travel and communicate faster and more easily.
Latent Ability: The mage can send a telepathic message of 25 words or less to one or more people in Close range as a Swift action.
Spells:
Level 1: Benign Transposition, Expeditious Retreat OR Longstrider, Jump.
Level 2: Animal Messenger OR Whispering Wind, Baleful Transposition, Levitate OR Spider Climb.
Level 3: Gaseous Form OR Amorphous Form, Fly, Water Breathing OR Air Breathing.
Level 4: Air Walk, Dimension Door, Sending OR Telepathic Bond.
Level 5: Greater Dimension Door OR Tree Stride, Overland Flight OR Mass Fly, Plane Shift OR Teleport.
Level 6: Transport Via Plants, Wind Walk OR Shadow Walk, Word of Recall OR Gemjump.
Level 7: Ethereal Jaunt, Greater Teleport OR Greater Plane Shift OR Master Earth, Phase Door.
Level 8: Demand, Refuge, Stormrage.
Level 9: Etherealness, Gate*, Teleportation Circle.
*Transport function only.
Area Alteration
Spells of this Circle change the face of the battlefield, bringing up a variety of obstacles in the path of the mage's foes.
Latent Ability: The mage can manipulate the area around it to a minor degree. As a swift action the mage can cause a square within Close range to be considered difficult terrain or no longer be considered difficult terrain for one round per point of its casting modifier.
Spells:
Level 1: Entangle, Grease, Obscuring Mist.
Level 2: Briar Web, Fog Cloud OR Darkness, Web.
Level 3: Sleet Storm, Spike Growth, Vine Mine.
Level 4: Black Tentacles, Solid Fog, Spike Stones.
Level 5: Doomtide, Transmute Mud to Rock, Transmute Rock to Mud.
Level 6: Acid Fog OR Freezing Fog, Repulsion, Tunnel Swallow.
Level 7: Incendiary Cloud, Transfix, Whirlwind.
Level 8: Greater Whirlwind, Earthquake.
Level 9: Magic Miasma, Transmute Rock to Lava, Tsunami.
Baleful Curses
Spells of this Circle impose direct hindrances and negative effects onto the mage's enemies, up to and including instant death.
Latent Ability: The mage can exude a subtle aura of danger, wrongness, or mystery, often making those around it somewhat uneasy. As a swift action, the mage may cause a character within Close range to make a Fortitude save or become Sickened for one round per point of its casting modifier.
Spells:
Level 1: Bane OR Doom, Ray of Clumsiness, Ray of Enfeeblement.
Level 2: Blindness/Deafness, Curse of Ill Fortune, Ray of Stupidity.
Level 3: Ray of Exhaustion, Slow, Unluck.
Level 4: Bestow Curse, Enervation, Moon Bolt.
Level 5: Baleful Polymorph, Feeblemind, Slay Living.
Level 6: Flesh to Stone, Fleshshiver, Spectral Touch.
Level 7: Avasculate, Destruction OR Finger of Death, Greater Bestow Curse.
Level 8: Avascular Mass, Flensing, Temporal Stasis.
Level 9: Imprisonment, Soul Bind, Wail of the Banshee.
Beguiling Influence
Spells of this Circle allow the mage to manipulate and command other creatures.
Latent Ability: The mage exudes a subtle aura of charisma, command, or friendliness. As a swift action, the mage may cause a character within Close range to make a Will save or become Fascinated for one round per point of its casting modifier.
Spells:
Level 1: Charm Person OR Charm Animal, Command, Hypnotism.
Level 2: Calm Emotions, Enthrall, Entice Gift.
Level 3: Dominate Animal, Miser's Envy, Suggestion.
Level 4: Charm Monster, Command Plants, Voice of the Dragon.
Level 5: Dominate Person, Greater Command, Mark of Justice.
Level 6: Geas/Quest, Mass Suggestion.
Level 7: Control Undead, Solipsism.
Level 8: Demand, Mass Charm Monster.
Level 9: Dominate Monster, Programmed Amnesia.
Curative Arts
Spells of this Circle allow the mage to heal injuries and prevent death.
Latent Ability: The mage's hands often feel pleasantly warm, and those around it find minor pains and aches suppressed. As a swift action, the mage can heal damage equal to its casting modifier to a character in Close range whose current hit points are less than or equal to the mage's level + casting modifier.
Spells:
Level 1: Cure Light Wounds, Faith Healing, Lesser Vigor.
Level 2: Cure Moderate Wounds, Close Wounds, Stabilize.
Level 3: Cure Serious Wounds, Mass Lesser Vigor, Vigor.
Level 4: Cure Critical Wounds, Delay Death, Positive Energy Aura.
Level 5: Mass Cure Light Wounds, Greater Vigor, Revivify.
Level 6: Mass Cure Moderate Wounds, Heal, Vigorous Circle.
Level 7: Mass Cure Serious Wounds, Fortunate Fate.
Level 8: Mass Cure Critical Wounds, Death Pact.
Level 9: Clone, Mass Heal.
Deceptive Glamours
Spells of this Circle make creatures, objects, and areas appear other than they are - or not appear at all.
Latent Ability: You can easily create minor glamours. As a swift action, you can change the color, smell, or taste of a creature or object for up to ten minutes per point of your casting modifier. You can also make a speaker in Close range sound like any other speaker you have heard.
Spells:
Level 1: Disguise Self, Serene Visage, Remove Scent.
Level 2: Invisibility, Reflective Disguise, Silence.
Level 3: Invisibility Sphere, Forestfold, Suspended Silence.
Level 4: Greater Invisibility, Hallucinatory Terrain, Translocation Trick.
Level 5: False Vision, Mirage Arcana, Seeming.
Level 6: Hide the Path, Mass Reflective Disguise, Veil.
Level 7: Mass Invisibility, Sequester, Shifting Paths.
Level 8: Screen, Superior Invisibility.
Level 9: Doppelganger's Cloak*, Latent Invisibility**.
*As Veil, but anyone who sees one of the veiled characters must make a Will save. The creatures become aware if anything they are going to do or say will attract suspicion from those who failed, and with a move action, can learn how such characters would expect them to react to a given situation (including answers to passwords and other secret questions).
**As Superior Invisibility, but opponents must roll a Will save or fail to notice the direct results of any action you perform that does not target or affect them (such as attacking one of their allies, opening a door, talking to a friend, etc). They must also save to notice any responses or indirect results to or of an action they failed to notice (such as the ally talking back, your allies walking through the door, or your friend responding to you).
Defensive Augmentation
Spells of this Circle allow the mage to place potent defenses upon both itself and its allies.
Latent Ability: The mage is surrounded by a faint aura that subtly slows and weakens attacks. As an Immediate action, the mage can grant an ally in Close range DR 1/- per point of its casting modifier for one round.
Spells:
Level 1: Mage Armor, Conviction, Shield of Faith.
Level 2: Barkskin, Blur, Shield Other.
Level 3: Displacement, Greater Mage Armor, Magic Vestment.
Level 4: Greater Resistance, Sheltered Vitality, Stoneskin.
Level 5: Mass Sanctuary, Mass Fire Shield, Spell Resistance.
Level 6: Superior Resistance, Tortoise Shell.
Level 7: Mass Spell Resistance, Statue.
Level 8: {Holy Aura Line}, Protection from Spells.
Level 9: Effulgent Epuration, Foresight.
Divinatory Revelations
Spells of this Circle allow the mage to acquire information it otherwise could not.
Latent Ability: The mage receives cryptic visions and prophetic omens at DM discretion, often when sleeping. As an immediate action, the mage can grant itself or an ally in Close range a +1 bonus per two points of its casting modifier on a single d20 roll.
Spells:
Level 1: Deathwatch, Identify, Omen of Peril.
Level 2: Augury, Detect Thoughts, Zone of Truth.
Level 3: Helping Hand OR Safety, Know Opponent OR Know Vulnerabilities, Speak with Dead.
Level 4: Discern Lies, Divination, Lay of the Land.
Level 5: Commune, Commune with Nature, Contact Other Plane.
Level 6: Analyze Dweomer, Legend Lore, Probe Thoughts.
Level 7: Brain Spider, Vision.
Level 8: Discern Location, Hypercognition (Ps).
Level 9: Hindsight, Metafaculty (Ps).
Energy Evocation
Spells of this Circle blast the mage's foes with directed energy.
Latent Ability: The mage can conjure up sparks and flashes of elemental power, small zephyrs or splashes of water, and similar elemental displays. As a Swift action, the mage can deal 1d3 plus its casting modifier points of damage of an energy of its choice to a target in Close range with a ranged touch attack. This can cause minor effects like igniting a flammable object, putting out a small fire, and so on.
Spells:
Level 1: Burning Hands OR Hail of Stone, Lesser Orb of {Energy} OR Magic Missile, Shocking Grasp.
Level 2: Combust, Lesser Fireburst, Scorching Ray.
Level 3: Fireball, Lightning Bolt, Acid Breath.
Level 4: Blast of Flame, Orb of {Energy}, Wall of Fire OR Wall of Ice.
Level 5: Ball Lightning, Firebrand, Greater Fireburst.
Level 6: Acid Storm, Chain Lightning, Disintegrate.
Level 7: Delayed Blast Fireball, Firestorm, Radiant Assault.
Level 8: Bombardment, Field of Icy Razors, Horrid Wilting.
Level 9: Maw of Chaos, Meteor Swarm, Sphere of Ultimate Destruction.
Ephemeral Constructs
Spells of this Circle create barriers and constructs of magical force.
Latent Ability: You are able to create simple items from thin air as a swift action. You conjure up an amount of wood, stone, steel, cloth, or glass, which you can shape and color as you desire in the same action as conjuring it. You can have no more than one pound of material per point of your casting modifier at any one time, and the items vanish if they are not within Close range of you. Items created with this ability cannot be used as spell components.
Spells:
Level 1: Mount, Unseen Servant, Wall of Smoke.
Level 2: Dark Way, Spiritual Weapon, Wall of Gloom.
Level 3: Regal Procession OR Servant Horde, Phantom Steed, Wind Wall.
Level 4: Ethereal Mount, Resilient Sphere, Wall of Sand OR Wall of Water.
Level 5: Interposing Hand, Mage's Faithful Hound, Spiritwall OR Wall of Force OR Wall of Limbs OR Wall of Stone OR Wall of Thorns.
Level 6: Blade Barrier, Forceful Hand, Wall of Iron OR Wall of Gears.
Level 7: Forcecage, Grasping Hand, Mage's Sword.
Level 8: Clenched Fist, Prismatic Wall, Telekinetic Sphere.
Level 9: Black Blade of Disaster, Crushing Hand, Prismatic Sphere.
Explorer's Tricks
Spells of this Circle provide a variety of utility options to the adventuring mage, allowing it to mitigate the rigors of travel and bypass various obstacles.
Latent Ability: You can cause a variety of minor magical effects to aid in nearly any task. As a Swift action, you can grant an ally in Close range a bonus on a skill check equal to your casting modifier.
Spells:
Level 1: Comprehend Languages, Feather Fall, Floating Disk.
Level 2: Knock, Make Whole OR Shatter, Rope Trick*.
Level 3: Create Food and Water, Daylight, Tongues.
Level 4: Essence of the Raptor, Greater Floating Disk, Secure Shelter.
Level 5: Cloak of the Sea, Passwall, Xorn Movement.
Level 6: Heroes' Feast, Ruby Ray of Reversal, Transcribe Symbol.
Level 7: Mage's Magnificent Mansion*, Submerge Ship, Teleport Object.
Level 8: Excavate, Ghostform.
Level 9: Pavilion of Grandeur, Unbinding, Undermaster.
*Casting time increased to one hour.
Flash and Fanfare
Spells of this Circle assail the senses of the mage's foes with overwhelming displays of light, sound, scent, and similar sensory overloads.
Latent Ability: The mage can create flashy sensory displays at will. These generally have no mechanical effect, and are obviously fake, but can be impressive or entertaining, or provide light as a torch. Additionally, as a Swift action, the mage can cause up to one target per point of its casting modifier within Close range to be Dazzled for one minute.
Spells:
Level 1: Color Spray, Faerie Fire, Shock and Awe.
Level 2: Glitterdust, Pyrotechnics, Sound Burst.
Level 3: Flashburst, Great Thunderclap, Stinking Cloud.
Level 4: Blistering Radiance, Rainbow Pattern, Wrack.
Level 5: Cloudkill, Illusory Feast, Prismatic Ray.
Level 6: Anger of the Noonday Sun, Dream Casting, Illusory Pit.
Level 7: {Holy Word Line}, Power Word Blind, Prismatic Spray OR Sunbeam.
Level 8: Power Word Stun, Prismatic Wall, Sunburst.
Level 9: Cast in Stone, Power Word Kill, Prismatic Sphere.
General Arcanum
This Circle provides a diverse selection of classical arcane magic, with an emphasis on spells that negate or alter other magic.
Latent Ability: The mage can manipulate small objects from afar. It can teleport any object weighing one pound per point of its casting modifier or less within Close range to anywhere else in Close range freely, or telekinetically move or manipulate such objects (telekinetic manipulations use the mage's own manual dexterity). Attended objects receive a Will save to negate.
Spells:
Level 1: Alarm, Greater Mage Hand, Heat Metal*.
Level 2: Arcane Lock, Continual Flame, Magic Mouth.
Level 3: Anticipate Teleportation OR Invisibility Purge, Dispel Magic, Sonorous Hum.
Level 4: Assay Spell Resistance OR Spell Enhancer, Dismissal OR Dimensional Anchor, Lesser Globe of Invulnerability OR Dispelling Screen.
Level 5: Duelward, Permanency, Telekinesis.
Level 6: Antimagic Field OR Globe of Invulnerability OR Greater Anticipate Teleportation, Banishment, Greater Dispel Magic.
Level 7: Antimagic Ray, Greater Dispelling Screen, Limited Wish.
Level 8: Temporal Stasis, Trap the Soul, Wall of Greater Dispel Magic.
Level 9: Mage's Disjunction OR Reaving Dispel, Replicate Casting, Wish OR Miracle.
*Additionally, a target who takes damage from this spell must make a Reflex save or drop the heated item, if held in hand.
Illusory Tricks
Spells of this Circle create false perceptions to delude the mage's opponents.
Latent Ability: As a Swift action, you can create a display of light or sound, as if from a Dancing Lights or Ghost Sound cantrip.
Spells:
Level 1: Dead End, Silent Image, Ventriloquism.
Level 2: Minor Image, Phantom Foe, Phantom Trap.
Level 3: Illusory Script, Major Image, Secret Page.
Level 4: Illusory Wall, Modify Memory, Sensory Deprivation.
Level 5: Dream, Persistent Image, Phantasmal Disorientation.
Level 6: Mislead, Permanent Image, Programmed Image.
Level 7: Project Image, Solipsism.
Level 8: Programmed Phantasm*, Retroactive Decoy**.
Level 9: Greater Shadow Conjuration***, Greater Shadow Evocation****.
*As Programmed Image, but lasts up to one hour per level after being triggered and the illusion draws from the beliefs and memories of the person who triggered it. The illusion's program of actions and even its appearance can be broad and results-oriented (for instance, an illusion of the person the triggerer loves most, trying to convince it to leave the area). When the trigger condition is met, the character who triggered it must roll a Will save. If it succeeds, the illusion does not trigger. If it fails, the illusion's appearance and actions are drawn from its own beliefs and memories, appearing, acting, and reacting exactly how the triggerer believes it should to fulfill its concept.
**As Mislead, but cast as an immediate action, and you may take two immediate move actions when you cast it.
***Can only mimic Level 7 and lower spells from the Ephemeral Constructs Circle, but can mimic a total of 45 Energy worth of spells per casting, mimicing each new spell as a standard action.
****Can only mimic Level 7 and lower spells from the Energy Evocation Circle, but can mimic a total of 45 Energy worth of spells per casting, mimicing each new spell as a standard action.
Mental Disruption
Spells of this Circle directly assail the mind of the mage's enemies, imposing various debilitating effects.
Latent Ability: You can briefly unnerve an opponent. As a Swift action, a target in Close range must make a Will save or become Shaken for one round per point of your casting modifier (this does not stack with other fear effects).
Spells:
Level 1: Cause Fear, Inhibit, Sleep.
Level 2: Mechanus Mind, Mindless Rage, Hypnotic Pattern.
Level 3: Deep Slumber, Hold Person, Ray of Dizziness.
Level 4: Confusion, Crushing Despair, Fear.
Level 5: Hold Monster, Mind Fog, Nightmare.
Level 6: Aura of Terror, Imperious Glare, Insanity.
Level 7: Hiss of Sleep, Mass Hold Person, Stun Ray.
Level 8: Maddening Whispers, Maze OR Irresistable Dance, Wrathful Castigation.
Level 9: Mass Hold Monster, Weird.
Natural Mysticism
Spells of this Circle exert influence over the natural world.
Latent Ability: Grass often grows beneath your feet, flowers blossom at your touch, and the natural world generally responds positively to your presence. As a swift action, you can force an animal, vermin, or plant creature in Close range to make a Will save. On a failure, its attitude towards you improves by two steps (to a maximum of Helpful) for one hour.
Spells:
Level 1: Cloudburst, Pass Without Trace, Speak with Animals.
Level 2: Soften Earth and Stone, Warp Wood, Wood Shape.
Level 3: Plant Growth, Speak with Plants, Stone Shape.
Level 4: Control Water, Eye of the Hurricane, Land Womb.
Level 5: Awaken, Control Winds, Greater Stone Shape.
Level 6: Ironwood, Move Earth, Stone Tell.
Level 7: Control Weather, Reverse Gravity, Transmute Metal to Wood.
Level 8: Antipathy, Mass Awaken, Sympathy.
Level 9: Storm of Vengeance, Planar Perinarch, Shadow Landscape.
Oracular Perceptions
Spells of this Circle improve, extend, and project the mage's senses.
Latent Ability: You constantly Detect Magic, as if from one round of concentration, though you may concentrate to receive more information.
Spells:
Level 1: Ebon Eyes OR Low Light Vision, Detect {Alignment}, Detect {Creature Type}*.
Level 2: Darkvision, Find Traps, See Invisibility.
Level 3: Arcane Sight, Blindsight OR Deeper Darkvision OR Tremorsense, Clairaudience/Clairvoyance.
Level 4: Arcane Eye, Greater Blindsight OR Mass Darkvision, Scrying.
Level 5: Mark of Justice, Prying Eyes, Zone of Revelation.
Level 6: Find the Path, Mass Make Manifest, True Seeing.
Level 7: Greater Arcane Sight, Greater Scrying.
Level 8: Greater Prying Eyes, Superior Arcane Sight**.
Level 9: Eye of Power, Spellscrying***.
*Use rules for Detect Undead, choose creature type when casting.
**As Greater Arcane Sight, but identifies magical items.
***As Scrying, but you can cast spells of 5th level and lower through the scrying sensor.
Personal Augmentation
A favorite of warrior-mages, spells of this Circle directly improve the mage's capabilities, but cannot be cast upon the mage's allies.
Latent Ability: You radiant a subtle aura of arcane power. As a swift action, you can grant yourself a bonus to attack rolls, AC, or saving throws equal to half your casting modifier for one round. You may only have one such augmentation active at a time.
Spells:
Level 1: Divine Favor, Shield, True Strike.
Level 2: Divine Insight, Heroics, Mirror Image.
Level 3: Bite of the Wererat, Blink, Lion's Charge.
Level 4: Assay Spell Resistance, Divine Power (PF), Fire Shield.
Level 5: Bite of the Wereboar, Greater Blink, Righteous Might.
Level 6: Bite of the Weretiger, Contingency, Tenser's Transformation.
Level 7: Bite of the Werebear, Elemental Body, Spell Turning.
Level 8: Ghostform, Iron Body, Moment of Prescience.
Level 9: Absorption, Greater Visage of the Deity, Time Stop.
Physiological Assault
Spells of this Circle directly assault the target's health, spirit, or physiology.
Latent Ability: You can siphon the health from those nearby. As a swift action, you deal damage equal to your casting modifier to all foes within 10' (Fortitude negates).
Spells:
Level 1: Inflict Light Wounds, Horrible Taste, Spiritworm.
Level 2: Inflict Moderate Wounds, Ghoul Touch, Healing Sting.
Level 3: Inflict Serious Wounds, Contagion, Vampiric Touch.
Level 4: Inflict Critical Wounds, Poison, Waves of Fatigue.
Level 5: Mass Inflict Light Wounds, Mass Contagion, Night's Caress.
Level 6: Mass Inflict Moderate Wounds, Harm, Waves of Exhaustion.
Level 7: Mass Inflict Serious Wounds, Blood to Water, Withering Palm.
Level 8: Mass Inflict Critical Wounds, Blackfire, Red Tide.
Level 9: Energy Drain, Implosion, Mass Drown.
Purifying Rites
Spells of this Circle remove negative effects and conditions from the mage's allies.
Latent Ability: As a swift action, you can neutralize poisons, diseases, and other contaminants on an object in close range. Attended objects receive a Will save to resist. You can also detect such contaminants as if with a Detect Poison spell, also as a swift action.
Spells:
Level 1: Resurgence, Remove Fear.
Level 2: Lesser Restoration, Remove Paralysis
Level 3: Remove Curse, Remove Disease.
Level 4: Panacea, Restoration.
Level 5: Break Enchantment, Raise Dead.
Level 6: Revive Outsider, Stone to Flesh.
Level 7: Greater Restoration, Resurrection.
Level 8: Mass Restoration, Regenerate.
Level 9: Freedom, True Resurrection.
Specialized Proofing
Spells of this Circle are designed to lessen, negate, or protect against single specific dangers and challenges.
Latent Ability: As a swift action, you can grant all allies in Close range a bonus on saving throws against a chosen descriptor equal to your casting modifier for one round.
Spells:
Level 1: Endure Elements, Hide from Undead, Protection from {Alignment}.
Level 2: Align Weapon, Resist Energy, Protection from Arrows.
Level 3: Magic Circle vs. {Alignment}, Mass Align Weapon, Mass Resist Energy OR Protection from Energy.
Level 4: Death Ward OR Life Ward, Freedom of Movement, Ray Deflection.
Level 5: Dispel {Alignment}, Life's Grace, True Seeing.
Level 6: Antilife Shell, Energy Immunity, Repel Wood.
Level 7: Ironguard, Mass Death Ward, Planar Bubble.
Level 8: Greater Spell Immunity, Repel Metal or Stone, Mind Blank.
Level 9: Unbinding, Undeath's Eternal Foe.
Quellian-dyrae
05-20-2012, 11:29 PM
Reserved for possible class build examples.
drack
05-30-2012, 03:16 PM
but I hope you don't mind me adding a small comment for your "guard" class too since the thread closed...
"On Your Guard (Ex): Guards excel at keeping melee foes back, but they know that their style has its limits. Archers, spellcasters, and larger foes are all difficult for the guard to combat effectively. However, since the guard doesn’t have to focus on countering offenses against such opponents, it is able to use its defensive training to protect itself from them for long enough to close.
Starting at 4th level, the guard adds half the number of attacks of opportunity granted by this class that it can still make in the current round as a circumstance bonus on its AC and saving throws. As the guard makes attacks of opportunity, the bonus decreases."
I would suggest the bold part
Spellcasting->energy->"A mage's Energy refreshes after a full night's rest. Additionally, upon succeeding an encounter, a mage recovers Energy equal to its level + its casting modifier."
Perhaps a mention of this capping out at the amount of energy a mage would have after resting a night
Powers-> Puppetmaster->"As a standard action, the mage can allow an ally to take an immediate standard or move action of the mage's choice (though the ally can refuse). Any resources that must be expended for this action are; the mage merely provides the necessary action. By taking this power twice, the mage may instead spend a full-round action to allow the ally to take a full round action (or a standard and move action)."
Perhaps a subject may only be effected by one mage's puttetmaster ability/round?
hope this helps :smallbiggrin:
Edit: Hmm, overall added some cool stuff, but I think the single minded spell focus of the original is a little cooler in my books. anywho as to the wards being too big thing that may be that each part of the class is longer... :smalltongue:
Quellian-dyrae
05-30-2012, 03:43 PM
but I hope you don't mind me adding a small comment for your "guard" class too since the thread closed...
"On Your Guard (Ex): Guards excel at keeping melee foes back, but they know that their style has its limits. Archers, spellcasters, and larger foes are all difficult for the guard to combat effectively. However, since the guard doesn’t have to focus on countering offenses against such opponents, it is able to use its defensive training to protect itself from them for long enough to close.
Starting at 4th level, the guard adds half the number of attacks of opportunity granted by this class that it can still make in the current round as a circumstance bonus on its AC and saving throws. As the guard makes attacks of opportunity, the bonus decreases."
I would suggest the bold part
Been a while since I thought about that class. Can't really agree there, though. That would cap the bonus out at a fairly piddly +2 (and even that only at level 16+). That ability was intended to be a fairly substantial defensive boost, when the guard was unable to bring its full offensive powers to bear.
Spellcasting->energy->"A mage's Energy refreshes after a full night's rest. Additionally, upon succeeding an encounter, a mage recovers Energy equal to its level + its casting modifier."
Perhaps a mention of this capping out at the amount of energy a mage would have after resting a night
Good thought, will clarify.
Powers-> Puppetmaster->"As a standard action, the mage can allow an ally to take an immediate standard or move action of the mage's choice (though the ally can refuse). Any resources that must be expended for this action are; the mage merely provides the necessary action. By taking this power twice, the mage may instead spend a full-round action to allow the ally to take a full round action (or a standard and move action)."
Perhaps a subject may only be effected by one mage's puttetmaster ability/round?
Huh, when I create "grant an action" abilities, I usually force the target to spend an immediate action to benefit. Must have slipped my mind. Will change.
Thanks!
drack
05-30-2012, 04:07 PM
Been a while since I thought about that class. Can't really agree there, though. That would cap the bonus out at a fairly piddly +2 (and even that only at level 16+). That ability was intended to be a fairly substantial defensive boost, when the guard was unable to bring its full offensive powers to bear.
Huh, when I create "grant an action" abilities, I usually force the target to spend an immediate action to benefit. Must have slipped my mind. Will change.
Thanks!
Well I was thinking more in case of infinite AoO situations... perhaps just clause for that?
Ah, that works
no problem. :smallbiggrin:
Edit: may also want to consider spells like absorption giving energy rather than floating spell levels.
Quellian-dyrae
05-30-2012, 04:18 PM
Well I was thinking more in case of infinite AoO situations... perhaps just clause for that?
Oh. Yeah, there should be something that limits that to an actual number of AoOs...
Edit: may also want to consider spells like absorption giving energy rather than floating spell levels.
Good point, will add.
drack
05-30-2012, 04:33 PM
Yeah, I mean not necessarily those from classes, but if I recall there's even a feat that gives you as many AoOs as you can apply, but infinite AC is tad high... :smalltongue:
Anywho out of curiosity, why drop surging? I thought it was a cool tradeoff for not getting all the cool metamagic shenanigans that other casters can use.:smallconfused: (yes I play allot of epic, and you get more people who love their shenanigans in epic :smalltongue:)
Quellian-dyrae
05-30-2012, 05:52 PM
To be honest, I've done some work on the mage class between its previous thread and this one, and I don't recall exactly where in the process I took surging out, or what the reason was. Looking back, it had its place well enough, so I may go ahead and put it back in.
Dante & Vergil
06-01-2012, 02:38 AM
Just looked over both classes, and, wow man, awesome work. Never seen a nerfing of spellcasting, and actually liked it, good work. :smallsmile:
Quellian-dyrae
06-01-2012, 03:42 PM
Just looked over both classes, and, wow man, awesome work. Never seen a nerfing of spellcasting, and actually liked it, good work. :smallsmile:
Cool, thanks!
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