Hit Die:
d4
Class Skills:
The mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at First Level:
(2 + Int modifier) x4
Skill Points at Each Additional Level:
2 + Int modifier
Class Features:
Familiar:
A mage can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The mage chooses the kind of familiar he gets. As the mage advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the mage , the mage must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Talent Trees:
Spontaneous Casting:
- Natural Novice: You gain spellcasting progression and daily spell points according to the Spontaneous chart. The Difficulty Class for a saving throw against your spells is 10 + the spell level + your Charisma modifier. You can learn and cast Level 0 and Level 1 spells from the Sorceror/Wizard List. You do not need to prepare your spells. You may cast any spell you know for which you have sufficient spell points remaining.
Add Bluff, Diplomacy, and Gather Information as class skills
Prerequisite: Charisma 11 - Natural Apprentice: If you are high enough level, you can learn and cast Level 2 and Level 3 spells from the Sorceror/Wizard List.
Prerequeisite: Natural Novice, Charisma 13 - Natural Adept: If you are high enough level, you can learn and cast Level 4 and Level 5 spells from the Sorceror/Wizard List.
Prerequeisite: Natural Apprentice, Charisma 15 - Natural Journeyman: If you are high enough level, you can learn and cast Level 6 and Level 7 spells from the Sorceror/Wizard List.
Prerequeisite: Natural Adept, Charisma 17 - Natural Master: If you are high enough level, you can learn and cast Level 8 and Level 9 spells from the Sorceror/Wizard List.
Prerequeisite: Natural Journeyman, Charisma 19
Prepared Casting:
- Studied Novice: You gain spellcasting progression and daily spell points according to the Prepared chart. The Difficulty Class for a saving throw against your spells is 10 + the spell level + your Intelligence modifier. You can learn and cast Level 0 and Level 1 spells from the Sorceror/Wizard List.
You gain a spellbook which contains all Level 0 spells plus 3 + your intelligence modifier Level 1 spells. You must prepare spells from your spellbook each day according to your daily limit. You may cast any spell you have prepared for which you have sufficient spell points remaining. You do not need to prepare multiple copies of a spell in order to cast it multiple times during the day.
Add Decipher Script, and Knowledge (all skills) to your list of class skills.
Prerequisite: Intelligence 11 - Studied Apprentice: If you are high enough level, you can learn and cast Level 2 and Level 3 spells from the Sorceror/Wizard List.
Prerequeisite: Studied Novice, Intelligence 13 - Studied Adept: If you are high enough level, you can learn and cast Level 4 and Level 5 spells from the Sorceror/Wizard List.
Prerequeisite: Studied Novice, Intelligence 15 - Studied Journeyman: If you are high enough level, you can learn and cast Level 6 and Level 7 spells from the Sorceror/Wizard List.
Prerequeisite: Studied Adept, Intelligence 17 - Studied Master: If you are high enough level, you can learn and cast Level 8 and Level 9 spells from the Sorceror/Wizard List.
Prerequeisite: Studied Journeyman, Intelligence 19
Specialist:
- Focused Novice: Choose an arcane school of specialty. (Universal may not be chosen as a school of specialty.) You gain the following benefits, according to your school of specialty:
Abjuration: Once per day, you may grant yourself or a single creature that you touch resistance to a chosen energy type (acid, cold electricity, fire, or sonic) equal to 5 + one-half your Mage class level. Activating this ability is a standard action. Once activated, it lasts for one hour. This resistance overlaps (does not stack with) any other source of energy resistance.
Conjuration: You may teleport yourself up to a total of 30 feet per day. You may divide the distance up among how ever many uses you wish, as long as the total distance teleported does not exceed 30 feet. You may only use this ability if you are carrying no more than a light load. You may not carry any other living creature (except your familiar) with you when you teleport. Activating this ability is a swift action.
Divination: You gain a +2 bonus to Spot, Listen, Search, and Sense Motive checks. Add Sense Motive as a class skill. You only need to study an item for 10 minutes (rather than an hour) when casting identify.
Enchantment: You gain a +2 bonus to Bluff, Diplomacy, Gather Information, and Intimidate. Add Bluff, Diplomacy, Gather Information, and Intimidate as class skills. You may cast Charm Person as a swift action rather than a standard action.
Evocation: When a visible enemby within 60 feet targets you with a ranged attack or a spell, you can respond with a glowing arrow of force. This arrow requires a ranged touch attack to hit and does 1d6 points of damage per three Mage levels. Both attack resolve simultaneously. You may active this ability a number of times each day equal to your Intelligence bonus.
Illusion: You gain a +2 bonus to Hide checks. You gain a +4 bonus to bluff checks made for the purpose of creating a diversion to allow you to hide. You add your intelligence bonus (as well as any dexterity bonus) to your hide checks. Add Hide and Bluff as class skills.
Necromancy: You can create a 1 HD skeleton, as though with the Animate Dead spell. You may use this ability once per day per Specialist Talent you posses.
Transmutation: As an immediate action, you temporarially change form to give yourself a climb, fly, or swim speed equal to your normal land speed. If you activate this ability during your turn, it lasts until the end of that turn. Otherwise, it lasts until the end of your next turn. You may activate this ability a number of times per day equal to your Intelligence modifier.
Prerequisite: Studied Novice - Focused Apprentice: Choose an arcane school of neglect. The Difficulty Class for saving throws against spells that you cast from your school of specialty is increased by 1. The Difficulty Class for saving throws against spells that you cast from your school of neglect is decreased by 2.(Universal may not be chosen as a school of neglect.)
Prerequisite: Focused Novice - Focused Adept: You gain the following benefits, according to your school of specialty:
Abjuration: Once per day for every five Mage class levels, you may activate a personal shield that provides your intelligence modifier to AC and saving throws. The shield lasts for one minute, until you are attacked, or until you must make a saving throw, whichever comes first. Activating this ability is a standard action.
Conjuration: You may cast Summon Monster spells as a standard action instead of a full round action.
Divination: Once per day for every five Mage class levels, you may gain an insight bonus equal to your intelligence modifier to any singly attack roll, saving throw, skill check, or level check you make. You may decide to use this ability after you make the check, but before the result is declared. Using this ability is a free action.
Enchantment: You can cast a spell from the enchantment school as though it were enhanced by the Extend Spell metamagic feat without paying extra spell points. You may use this ability once per day for every three class levels of Mage you have.
Evocation: You may substitute the energy type of any evocation spell for another. When casting an evocation spell with an energy descriptor (acid, cold, electricity, fire, or sonic) you may change the spell's effect and energy descriptor to another type. You must declare your use of this ability before the spell is cast. You may activate this ability once per day for each four levels of Mage.
Illusion: In addition to the normal number of spells added to your spellbook when you gain a new level of Mage, you automatically learn two new Illusion spells. You may prepare one Illusion spell per spell level per day in addition to your normal spells prepared. You are treated as having the Spell Mastery feat for all Illusion spells in your spellbook.
Necromancy: You gain a +2 bonus on saving throws made to resist sleep, stun, paralysis, poison, disease, ability damage, ability drain, or energy drain. This bonus increases to +2 if you gain the Focused Master talent.
Transmutation: You can add a +2 enhancement bonus to one of your attributes. This bonus lasts for a number of minutes equal to your transmuter level. Activating this ability is a swift action. You may activate this ability once per day for every 5 Mage levels.
Prerequisite: Focused Apprentice - Focused Journeyman: Treat your caster level for spells from your school of specialty as 1 higher than your Mage class level. Treat your caster level for spells from your school of neglect as 2 lower than your Mage class level. This affects the level of spell you may learn, all variable, numeric affects such as range and duration, but not damage.
Prerequisite: Focused Adept - Focused Master: You gain the following benefits, according to your school of specialty:
Abjuration: If you have the Studied Journeyman Talent then you may permanantly add Dispel Magic as a prepared spell. This is in addition to your other level 4 spells. If you have the Studied Master Talent then you may permanently add Greater Dispel Magic as a prepared spell. This is in addition to your other level 7 spells.
Conjuration: You may teleport yourself up to a total of 60 feet per day. You may divide the distance up among how ever many uses you wish, as long as the total distance teleported does not exceed 60 feet. You may only use this ability if you are carrying no more than a light load. You may not carry any other living creature (except your familiar) with you when you teleport. Activating this ability is a swift action.
Divination:
Enchantment: You gain the Leadership as a bonus feat. You gain the "Special Power" modifier to your leadership score.
Evocation: When you cast a spell with an energy descriptor (acid, cold, electricity, fire, sonic) you may overcome 10 points of your target's energy resistance. This does not affect targets immune to the energy type. You may use this ability once per day per Mage level.
Illusion: You gain the ability to Hide in Plain Sight (you need not be in natural terrain to use this ability.) Also, in any condition of illumination that would normally grant you concealment, you instead gain total concealment (as if you were invisible.)
Necromancy: You gain a 50% resistance to critical hits.
Transmutation: Once per day, you can give up a number of prepared spells (up to a maximum total of half your Mage class level) and prepare different spells in their place, as long as the total number of spell levels of the newly prepared spells is equal to or less than the total number of spell levels of those spells given up. For example, a 12th level Mage with this talent could give up two Level 1 spells and two Level 2 spells (6 spell levels total) and in their place prepare two Level 3 spells. Using this ability requires a number of minutes of concentration equal to the total number of spell levels being given up. If you are disrupted during this time, all spells to be lost are gone and you do not gain any new spells in their place.
Prerequisite: Focused Journeyman
Elementalist:
- Elemental Awareness: Choose an element (air, earth, fire, or water) of focus. Each element has an associated energy type and opposed element, as shown on the following table:
You gain Resistance 5 to the energy type associated with your element. - Elemental Affinity: The Difficulty Class for saving throws against spells you cast with your element's energy description is increased by 2. The Difficulty Class for saving throws agains spells you cast with your opposed element's energy descriptor is decreased by 3.
- Elemental Competence: You don't have to spend any additional spell points in order to increase the number of damage dice dealt by a spell you cast with your element's descriptor. For example, a 7th level Mage with this talent who had chosen fire as his element of focus and who cast Fireball would only need to spend 5 spell points for his spell to cause 7d6 points of damage (instead of the normally required 7 spell points.) You are unable to cast spells with your opposed element's energy descriptor.
- Elemental Focus: You may substitute your elemental energy type as the descriptor for any other energy type for any spell you can cast. Treat this spell in all ways as though it were a spell of your element's engery type. You may use this ability once per day per three Mage class levels.
- Elemental Mastery: You may cast a spell with your element's energy descriptor as though it had Maximize applied to it. You may use this ability once per day per 5 Mage class levels.