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Multipotentiality upgrade, Changed transmutation ability to Alternate Form rather than creating a new mechanic.
* Illusion- An illusionist gains [[See Ultraviolet (3.5e Spell)|''see ultraviolet'']] as a spell-like ability usable at will.
* Necromancy- A necromancer gains [[SRD:Ghost_Touch_(Weapon_Enhancement) |''Ghost Touch'']] weapon enhancement (Su) with any weapon they wield and also with their unarmed attacks.
* Transmutation- A transmuter gains [[SRD:Disguise SelfAlternate_Form|''disguise selfalternate form'']] as a transmutation spell-like supernatural ability usable a number of times in 1 hour increments, up to 1 hour per mage level per day equal , and limited to 3 + the mage's Intelligence modifier. As a transmutation spell it has no Will save for disbelief as the changes are physical rather than illusorysingle specific alternate form. The disguise only changes the body of the characterform is limited to tiny, small, or medium size, and must be either an animal, howeverhumanoid, not their worn or carried itemsvermin type.
'''A Life of Study:''' A mage is treated as having +4 to their intelligence modifier for the purpose of calculating bonus skill points, but half of their bonus skill points (rounded down) must be used on Intelligence-based skills with each mage level. If using Kaelik Skill Group optional rules, then simply gain 2 bonus knowledge skills instead.
'''Familiarity:''' At 3rd level mage who obtains a familiar may choose to have their familiar enhanced with powers specified by their school, or replaced by an improved familiar. The mage need not meet the prerequisites to summon the familiar of their school.
* Abjuration- An abjurer’s familiar looks and feels as though it is made out of earth and stone, or other durable material of the player's choosing. The familiar gains DR/adamantine equal to the mage's level.
* Conjuration- A conjurer's familiar gains either the [[SRD:Celestial_Creature|''celestial creature'']] template or the [[SRD:Fiendish_Creature|''fiendish creature'']] template. The template chosen may not be opposed to the caster's alignment.
* Divination- A diviner’s familiar as a supernatural ability may imbue the ability to cast [[SRD:Augury|''augury'']] as a spell-like ability upon its master at a caster level equal to the mage's level. The familiar may use this ability a number of times per day equal to the mage's intelligence modifier (minimum 1).
* Illusion- An illusionist's familiar as a supernatural ability is under a constant effect of [[SRD:Blur|''blur'']] at a caster level equal to the mage's level. It may be suppressed or activated by the familiar as a standard action.
* Necromancy- A necromancer’s familiar may as a spell-like ability audibly command (it may sound as a normal animal noise if the familiar cannot speak a language, but the intent is understood regardless) a skeleton or zombie within 30 feet (as [[SRD:Command Undead|''command undead'']]) at a caster level equal to the mage's level. Mindless undead never attack the familiar unless compelled. The familiar may use this ability a number of times per day equal to the mage's intelligence modifier (minimum 1).
* Transmutation- A transmuter with a familiar may have a [[Tiny Mimic (3.5e Monster)|''tiny mimic'']] as a familiar.
'''A Fork in the Road''' At 5th level the mage makes a decision about their goals for future advancement. They may choose one of the following benefits:
*'''Boon Companion''' The mage gains a familiar with the benefits of [[SRD:Improved Familiar|Improved Familiar]]. The mage uses their character level for the purpose of determining familiar abilities that depend on the master's class level, instead of their mage level. The familiar's maximum hit points is the same amount as the mage's maximum hit points, or their own hit point total, whichever is greater. The mage has a hammerspace which acts as a permanent ''familiar pocket''<sup>SpC</sup> with the exception that it does not interfere or interact with other extradimensional spaces.
* '''Knightly Mage:''' The mage gains proficiency with all simple and martial weapons, and their BAB increases by +1. The mage also gains a number of hit points equal to their current Hit Dice. Each time the character gains a HD (such as by gaining a level), they gain 1 additional hit point. If they lose a HD (such as by losing a level), they lose 1 hit point permanently. When the character gains BAB from a new class level taken in a Low or Moderate Balance level class (this could be any core DnD or Pathfinder +1 BAB class) the character also gains new spells per day and spells known as though they had also gained a level in the mage class. The character does not, however, otherwise gain any other benefit a mage would have gained, nor does this stack with an increase in the mage's caster level or spells per day and spells known if the class already provided it. This ability cannot increase the mage's caster level beyond their character level.
*'''Multipotentiality''' The mage gains may select a second school of magic to benefit from their school specialization. The mage does not receive additional bonus spells, but may select their bonus spells for specialization from either school. At levels 10, 15, and 20 the mage may select an additional school to benefit from their school specialization.
*'''Mystic Dualism''' The mage gains the ability to cast divine magic. The mage chooses a base class that grants divine spellcasting, and gains 3 virtual levels as a spellcaster of that class only for the purpose of determining their divine spellcasting abilities (caster level, spells prepared, spell known, casting attribute, etc.). The mage's virtual levels as a divine spellcaster increase whenever they would receive an additional divine caster level, but cannot exceed their character level -2. The mage is considered to have met the prerequisites to qualify for [[SRD:Mystic_Theurge|Mystic Theurge]] Prestige Class so long as they have at least 6 ranks in Knowledge (arcana), and 6 ranks in either Knowledge (religion) or Knowledge (nature).
* '''Studied Lore:''' The mage gains a +3 bonus to Craft checks, and can enchant magic items as though the mage had all the prerequisite feats if you have at least 8 ranks in the appropriate craft skill. You still need to meet the other prerequisites for item creation, such as caster level and spells known, or have enough scrolls or wands to meet those requirements for you. The mage also gains a +2 bonus on all Knowledge checks and Bardic Knowledge or Lore checks. The mage is considered to have met the prerequisites to qualify for [[SRD:Loremaster|Lore Master]] Prestige Class so long as they have maximum ranks in at least 2 Knowledge skills and know seven different divination spells, one of which must be 2nd level or higher.
* '''Trickster:''' The mage gains [[SRD:Rogue#Sneak_Attack|Sneak Attack]] as a rogue, but the number of dice is set at 2d6. If you the mage already have has sneak attack, it instead increases by +2d6. The mage gains the [[SRD:Rogue#Trapfinding|Trapfinding]] ability as a rogue, and also Disable Device and Escape Artist become class skills and gain bonus ranks up to the character's maximum skill rank. If the mage already had skill points in those skills then may be placed into any other skill they are able to put skill points into. The mage is considered to have met the prerequisites to qualify for [[SRD:Arcane_Trickster|Arcane Trickster]] Prestige Class.
'''Metamagic Specialization:''' At 10th level a mage can exert greater power over their spells applying a metamagic feat to their spells, specified by their school. They do not need to meet the prerequisites to gain and use this feat.
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