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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