Difference between revisions of "Red Magus (3.5e Class)"

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====Class Features====
 
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Revision as of 21:42, 1 September 2012

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Author: Eiji-kun (talk)
Date Created: 8-29-12
Status: Complete
Editing: Mechanical changes on Talk
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Red Magus

The red magus is a renaissance man, a polymathic person who seeks to gain the skills of the warrior, rogue, wizard, and cleric. Though he fails to shine past the dedicated classes, he can pull of tricks from them all and in doing so fit into any role as needed.

Making a Red Magus

Abilities: A red magus has many important abilities. Charisma powers his spellcasting, social skills, and use magic device, but Intelligence is needed to become a good skillmonkey. Strength and Constitution are needed to cover the red magi's combat skill, and Dexterity suppliments their AC. Wisdom is the least important.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As wizard.

Table: The Red Magus

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Somatic Weaponry, Two-Weapon Fighting 3
2nd +1 +0 +0 +3 Detect Magic, Jack of All Trades 4 1
3rd +2 +1 +1 +3 All-Casting, Arcane Strike 4 2
4th +3 +1 +1 +4 Enhanced Weapon +1 4 3 1
5th +3 +1 +1 +4 Bonus Feat, Magic Device Mastery 5 3 2
6th +4 +2 +2 +5 Dualcast 5 4 3
7th +5 +2 +2 +5 Spellstoring Weapon 5 4 3 1
8th +6 +2 +2 +6 Enhanced Weapon +2, Improved Two-Weapon Fighting 6 5 4 2
9th +6 +3 +3 +6 Active Spell Resistance 6 5 4 3
10th +7 +3 +3 +7 Bonus Feat 6 5 5 3 1
11th +8 +3 +3 +7 Enhanced Magic 7 5 5 4 2
12th +9 +4 +4 +8 Enhanced Weapon +3, Quickcast 7 5 5 4 3
13th +9 +4 +4 +8 Arcane Sight 7 5 5 5 3 1
14th +10 +4 +4 +9 Spellcatching Weapon 8 5 5 5 4 2
15th +11 +5 +5 +9 Bonus Feat, Greater Two-Weapon Fighting 8 5 5 5 4 3
16th +12 +5 +5 +10 Enhanced Weapon +4 8 5 5 5 5 3 1
17th +12 +5 +5 +10 Replicate Casting 9 5 5 5 5 4 2
18th +13 +6 +6 +11 Improved Dualcast 9 5 5 5 5 4 3
19th +14 +6 +6 +11 Active Spell Reflection 9 5 5 5 5 5 4
20th +15 +6 +6 +12 Bonus Feat, Enhanced Weapon +5, Master of Magic 10 5 5 5 5 5 5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Tumble (Dex).

Class Features

All of the following are class features of the Red Magus.

Weapon and Armor Proficiency: A red magus is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Red magi are proficient with light armor and shields (except tower shields). A red magus can cast red magus spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a red magus wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass red magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A red magus casts arcane spells, which are drawn from the cleric, druid, and sorcerer/wizard spell lists. While he has access to all three lists, all of his spells are considered arcane spells. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a red magus must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a red magi’s spell is 10 + the spell level + the red magi’s Charisma modifier.

Like other spellcasters, a red magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given above. In addition, he receives bonus spells per day if he has a high Charisma score.

The red magus’s selection of spells is extremely limited. A red magus begins play knowing four 0-level spells of your choice. At most new red magus levels, he gains one or more new spells, as indicated on Table: Red Magus Spells Known. (Unlike spells per day, the number of spells a red magus knows is not affected by his Charisma score; the numbers on Table: red magus Spells Known are fixed.)

Upon reaching 2nd level, and at every second red magus level after that, a red magus can choose to learn a new spell in place of one he already knows. In effect, the red magus “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level red magus spell the red magus can cast. A red magus may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a red magus need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Table: Red Magus Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th
1st 3
2nd 4 1
3rd 5 2
4th 5 3 1
5th 6 3 2
6th 6 4 3
7th 6 4 3 1
8th 7 4 4 2
9th 7 5 4 3
10th 7 5 4 3 1
11th 7 5 5 4 2
12th 8 5 5 4 3
13th 8 5 5 4 3 1
14th 8 5 5 5 4 2
15th 8 5 5 5 4 3
16th 8 5 5 5 4 3 1
17th 9 5 5 5 5 4 2
18th 9 5 5 5 5 4 3
19th 9 5 5 5 5 4 4
20th 9 5 5 5 5 5 5

Somatic Weaponry: The red magus gains the Somatic WeaponryCM feat, allowing him to use somatic component even when his hands are full. He does not need to meet the requirements for the feat.

Two-Weapon Fighting: The red magus gains the Two-Weapon Fighting feat. As he balances multiple magic types, so too does he balance multiple weapons. He does not need to meet the requirements for the feat.

Detect Magic (Sp): At 2nd level, the red magus gains detect magic as a spell-like ability at will. If he already knows detect magic as a spell, his use of the spell version only takes 1 round to obtain the benefit of 3 rounds of focus.

Jack of All Trades (Ex): A 2nd level red magus is a master of all things, including skills. He gains half his class level as virtual ranks in all skills, and may use these skills untrained. These "virtual ranks" do not stack with actual ranks nor do they count as actual ranks for the purpose of pre-requisites.

All-Casting: A 3rd level red magus may have his spellcasting count as arcane or divine, though he still suffers arcane spell penalties regardless. This allows him to benefit from spells which have different effects depending on if they are cast arcane or divine, as well as qualify for divine prestige classes.

Arcane Strike: A 3rd level red magus gains the Arcane StrikeCS feat, allowing him to convert spells into attack bonuses and damage. He does not need to meet the requirements for the feat.

Enhanced Weapon (Su): The magic a red magus wields bleeds out into the items they use. At 4th level, any weapons a red magus uses gain a +1 enhancement bonus. This bonus increases by one at 8th and every four levels beyond (12th, 16th, 20th, etc).

Bonus Feat: At 5th level and every five levels beyond (10th, 15th, etc.) the red magus gains a bonus feat which may be selected from the item creation, fighter bonus feat, or metamagic feat list. He must still meet the requirements of the feat like normal.

Magic Device Mastery (Ex): At 5th level, a red magus is able to employ magical tools to their full effect. The red magus uses his own caster level and charisma modifier to determine the caster level and DCs of any magic items which cast spells (such as scrolls, staves, and wands). For example, a 10th level red magus can drink a potion of haste (normally CL 5th), and recieve 10 rounds of benefit from it.

Dualcast: A red magus is capable of wielding two spells at once. At 6th level, a red magus may take a 1 round action to cast two spells which take 1 standard action or less simultaneously, though they take a -4 penalty to caster level and DC. He can dualcast a number of times per day equal to his Dexterity modifier (minimum 1), as he needs fine motor control to pull off so many spells at once.

Spellstoring Weapon (Su): A 7th level red magus can imbue spells into his weapons. Any weapon a red magus wield is treated as a spellstoring weapon, with no limit on what level spell can be imbued within or limitation on what type of spell. However, the spell only affects a single target regardless how many targets the spell normally would have. This stacks with the spell storing enhancement.

Improved Two-Weapon Fighting: At 8th level a red magus gains the Improved Two-Weapon Fighting feat. He does not need to meet the requirements for the feat.

Active Spell Resistance (Su): A 9th level red magus can deflect away spells with his blades. As long as the red magus is not denied his Dex, he has spell resistance equal to 10 + his HD. He can let in helpful spells as a non-action.

Enhanced Magic: An 11th level red magus must make the best with the spells he has. The damage cap on his spells equals his caster level -5, or the normal damage cap of the spell, whichever is greater. For example, at 11th level a red magi's burning hands spell deals 6d4 points of damage.

In addition, dispel magic has its cap removed completely, allowing it to scale forever.

Quickcast: A 12th level red magus can cast as he slashes with weapons or blasts with other spells. He can quicken his spells without raising the spell level. This draws from the same pool of uses as Dualcast.

Arcane Sight (Su): A 13th level red magus gains arcane sight as a constant ability. Glowing eyes are optional.

Spellcatching Weapon (Su): A 14th level red magus can use his spell storing ability to store the spells of enemies. If targetted by a spell or in the line of effect for a spell, you may make an immediate action to absorb the spell into your weapon. Make a dispel check (1d20 + caster level) against a DC of their caster level + 11. If successful, you absorb the spell as if it were cast into your spell storing weapon, and you may subsequently use it. If you use this while you are already holding a spell in your weapons, this replaces the held spell.

Greater Two-Weapon Fighting: At 15th level a red magus gains the Greater Two-Weapon Fighting feat. He does not need to meet the requirements for the feat.

Replicate Casting (Su): A 17th level red mage is capable of replicating the casting of another who cast a spell within the last round. He makes a spellcraft check as a free action, if he successfully identifies the spell he may cast the spell as well, spending a number of spell slots equal to the duplicated spell. In this way, a red magus could cast 7th level and higher spells, spending any number of slots to compensate (such as one 6th and one 1st, or seven 1st level spells, or two 3rd level spells and a 1st, enough to make 7). He can only cast spells which have been cast within 1 round, and he must provide any material components, focii, or experience cost as normal.

Improved Dualcast: An 18th level red magus can dual wield spells faster. He can cast two spells at once as a full-attack action, with a -2 penalty to caster level and DC. This draws from the same pool of uses as Dualcast.

Active Spell Reflection (Su): At 19th level, any spell stopped by a red magi's active spell resistance has a 20% chance of being reflected back to its caster.

Master of Magic: A 20th level red magus is truely a master of magic of all sorts. His caster level now equals his character level. He counts as a 20th level cleric, druid, sorcerer, and wizard for any pre-requisites, and he obtains damage reduction/magic equal to his character level.

Epic Red Magus

Table: The Epic Red Magus

Hit Die: d6

Level Special
21st
22nd
23rd
24th Enhanced Weapon +6
25th Bonus Feat
26th
27th
28th Enhanced Weapon +7
29th
30th Bonus Feat

4 + Int modifier skill points per level.

Enhanced Weapon: An epic red magus continues to increase the enhancement bonus on his weapons by 1 at 24th and every four levels beyond.

Bonus Feats : The epic Red Magus gains a bonus feat (selected from the list of epic Red Magus bonus feats) every 5 levels after 25th.

Epic Red Magus Bonus Feat List: PENDING. He may also select any item creation, fighter bonus feat, or metamagic feat.

Human Red Magus Starting Package

Weapons: Longsword.

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Bluff 4 Cha
Concentration 4 Con
Knowledge Arcana 4 Int
Knowledge Religion 4 Int
Spellcraft 4 Int

Feat: Improved Initiative.

Bonus Feats: Spell Focus (evocation).

Gear: Chain Shirt.

Gold: 10 gp.

Campaign Information

Playing a Red Magus

Religion: Amusingly red magi are quite religious... sometimes. Usually when they're channeling magic that usually belongs to clerics. They tell stories of red magi who carry chains of dozens of holy symbols, so he can grab the right one for the right time. We're not sure how the gods feel about that.

Other Classes: The red mage, master of everything! This title usually breeds arrogance in the red magi, which constrasts with the actual mastery of real fighters, wizards, and clerics they mimic. Even so, they're useful in any situation, and every party needs a 5th wheel.

Combat: A red mage can fit in any role in combat. It's just a matter of what he wishes to pursue.

Advancement: Red magi work well with gish classes, which advance their spellcasting while keeping their martial edge.

Red Magi in the World

This white magus can heal and wield a giant hammer. Quite versatile... but not as versatile as me!!!
—Unknown Red Magus, Human Red Magus

Daily Life: What do you do when you can do everything? Well, anything you right well please.

Notables: There once was said to be a red magus who was some destined "warrior of light". That one didn't turn out too well though.

Organizations: Red magi can be found in wizards guilds, fighters guilds, really, anywhere they think they can fit in.

NPC Reactions: A red magus is a master of all, and what others think of him usually ends up being what skills and traits a red magi reveals first.

Red Magus Lore

Characters with ranks in Knowledge Arcana, Nature, or Religion can research Red Magi to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Arcana, Nature, or Religion
DC Result
10 The red magus can cast both cleric, druid, sorcerer, and wizard spells! Why, they can practically cast anything, and swordfight to boot. They're masters of all, but perhaps also masters of none.
15 Red magi can place magic on their weapons, so they can cast while they smash. They can even deflect spells with their weapons.
20 Powerful red magi can cast spells at a very rapid rate, and still fight in melee in the process. Some can even mimic the casting of others.
30 Those that reach this level of success can research specific red magi, their motives, whereabouts, local lore about them, and other information.

Red Magi in the Game

Sample Encounter: A red magi is challenging everyone in a bar. Does he have the bark to back up the bite?

EL 10: PENDING.



Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilitySpontaneous Spellcasting + and Arcane Spellcasting +
Class Ability ProgressionPartial +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillBluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Escape Artist +, Gather Information +, Handle Animal +, Knowledge +, Perform +, Profession +, Sleight of Hand +, Speak Language +, Spellcraft + and Tumble +
Skill Points4 +
SummaryMaster of all, the red magus can cast harmful magic, healing magic, and even tough it out with a sword when needed. +
TitleRed Magus +
Will Save ProgressionGood +