Pathfinder class: Red Mage


Red Mage



User of all magic, master of none. This individual takes from all walks of magical life – however, they cannot use all without sacrificing mastery of any one type. While not as blisteringly powerful as a wizard or sorcerer, divinely gifted as a cleric, or fearsome as a fighter, they take from all forms to be useful in almost any situation.

They have no true strength, but also no true weakness – and this makes them a fearsome combatant alone, since their enemies have nothing to expose.

Hit die: d8.

Skill points: 4+int.

Class skills: Acrobatics, Appraise, Bluff, Craft, Diplomacy, Disguise, Fly, Knowledge (Arcana), Knowledge (dungeoneering), Knowledge (Religion), Linguistics, Perception, Perform, Profession, Spellcraft, Sense motive, Use magic device.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1
2
3
4
5
6
7
1
0
1
1
1
Cantrips, Orisons, Natural specialty, spells, scribe scroll
4
2
2
1
1
1
1
Wizard’s familiar
4
3
3
2
2
2
2
Combat feat
4
3
4
3
2
2
2
Metamagic focus
4
4
2
5
3
3
3
3
Domain, Arcane school
4
4
3
6
4
3
3
3
Spell focus, Martial proficiency
4
4
3
7
5
4
4
4
Metamagic focus
4
5
4
2
8
6/1
4
4
4
Weapon training 1
4
5
4
3
9
6/1
4
4
4
Armor training 1, Combat feat
4
5
4
3
10
7/2
5
5
5
Metamagic focus
4
5
5
4
2
11
8/3
5
5
5
Doublecast
4
5
5
4
3
12
9/4
6
6
6
Spell focus, Exotic proficiency
4
5
5
4
3
13
9/4
6
6
6
Metamagic focus
4
5
5
5
4
2
14
10/5
7
7
7
Weapon training 2
4
5
5
5
4
3
15
11/6/1
7
7
7
Armor training 2, Combat feat
4
5
5
5
4
3
16
12/7/2
8
8
8
Metamagic focus
4
5
5
5
5
4
2
17
12/7/2
8
8
8
Resistance versatility
4
5
5
5
5
4
3
18
13/8/3
8
8
8
Spell focus, Exotic proficiency
4
5
5
5
5
4
3
19
14/9/4
9
9
9
Metamagic Focus
4
5
5
5
5
5
4
2
20
15/10/5
9
9
9
Jack of all trades
4
5
5
5
5
5
4
3

Armor and weapon proficiencies: Red mages are proficient with light armor, simple weapons, as well as the short sword, rapier, and short bow. They are proficient with light shields, but not heavy or tower shields.                                                                                                        
Cantrips: The red mage gains access to 0th level spells of the wizard, which can be cast an unlimited number of times per day when prepared.

Orisons: The red mage gains access to 0th level spells of the cleric, which can be cast an unlimited number of times per day when prepared.

Scribe scroll: Red mages gain scribe scroll as a bonus feat at 1st level.

Spells: The red made has access to all spells in sorcerer/wizard and cleric spell lists, and use their spell levels as red mage spell levels. At first level, they learn all 0th level spells on the lists, and a number of first level spells equal to 3 + their intelligence modifier. Every level after first, they may learn and inscribe 2 new spells they can prepare. These new spells must be of a spell level they can cast. A red mage must have an intelligence score of at least 10 + the spell level in order to cast their spells. The saving throw against the red mage’s spells is equal to 10 + the spell level + the red mage’s intelligence modifier.

Like a Wizard, they must choose their spells at the beginning of a day after studying their spellbook. Unlike wizards, Red mages take no arcane spell penalty from wearing light armor. They also learn and inscribe cleric spells into their spellbook, but do prepare spells through their deity as a cleric during the hour that they prepare.

A red mage can know any number of spells, as long as they are inscribed in their spellbook; they can, in addition to the spells learned as they level, learn additional spells from scrolls as a wizard does, as well as learn arcane spells from a wizard or magus’ spellbook, as well as divine spells from a priestess’ spellbook.

Natural specialty (Ex): At 1st level, a Red mage is ever so slightly naturally improved in one type of the following: Touch attacks (+1 to melee touch spells/attacks), ranged touch attacks (+1 to ranged touch spells/attacks), willed spells (+1 to all will save DCs), reflexed spells (+1 to all reflex DCs), fortitude-based spells (+1 to all fortitude save DCs), remove spells and spells healing hit point damage (+2 caster level), spells granting bonuses to allies (morale, sacred, competence, etc., +2 caster level). This also gives the same bonus to saves and AC against said spells. These bonuses only apply to spells cast using red mage spell slots.

Combat feat (Ex): At 3rd level (and every six levels thereafter), the Red mage trains in his fighting capabilities, gaining him a bonus combat feat. The red mage counts their levels as fighter levels for the purposes of prerequisites for these feats, but not for normal feats gained as they level.

Metamagic focus (Ex): At 4th level, and every four levels thereafter, the Red mage can apply one metamagic feat they do not know to a spell they prepare that day. This must be chosen as they prepare their spells. The slot increase taken up by this modified spell is one level lower than normal. The red mage must have the prerequisites of the metamagic feat they choose.

Domain: At 5th level, the red mage teaches themselves the way of the divine, learning the abilities of one cleric domain. Their level for learning and using the associated abilities is their caster level -3. They add the bonus spells to their spellbook when the appropriate spell level is able to be cast by the red mage, but they do not gain bonus spell slots.

Arcane school: At 5th level, the red mage learns the ways of the wizard schools, earning them the abilities from one. For learning and using these abilities, they use their caster level -3.

Spell focus (Ex): At 6th level, and every six levels thereafter, the red mage can gain one of the following feats: Spell focus, spell specialization, school focus, dispel focus, spell penetration, spell perfection. They must have the prerequesites for this feat.

Martial proficiency (Ex): At 6th level, the red mage’s fighting versatility grows, granting them proficiency to all martial weapons.

Weapon training (Ex): At 8th level, the Red mage gains the ability weapon training. It gives +1 damage and +1 attack with a fighter weapon group as noted in the fighter class ability list. At 14th level, this bonus increases by 1, and another weapon group may be chosen to have its own bonus of +1. These bonuses do not stack if one weapon belongs to two trained groups.

Armor training (Ex): At 9th level, the red mage is proficient with medium armor, and has no arcane spell failure chance wearing this type of armor. In addition, they raise the maximum dexterity bonus of armor they wear by 1, and reduce the armor check penalty by 1. At 15th level, this increase to the maximum dexterity bonus becomes +2, and the reduction of the armor check penalty increases to 2.

Doublecast (Ex): At 11th level, the red mage’s speed with magic allows him or her to cast two spells with one standard action. This must be chosen at the start of the day, and the spells used take up slots one level higher. This cannot be combined with quickened spells. This can be used once per day, plus one additional time at 13th, 16th, and 19th level.

Exotic proficiency (Ex): At 12th level, the red mage’s versatility with weapons gains them proficiency with a single exotic weapon. They learn one additional proficiency at 18th level.

Resistance versatility (Ex): Due to their versatility of arcane and divine magic, the red mage gains a +2 bonus to their caster level for the purposes of overcoming spell resistance.

Jack of all trades: The Red mage may choose a spell to apply a metamagic feat to once per day, with no spell slot increase. They also gain a final fighter feat and rank of weapon training. They may also choose one specific weapon from their weapon training, increasing the critical multiplier by 1 and are auto confirmed when a critical threat is rolled. In addition, doublecast no longer increases spell slots, and can be used spontaneously.

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