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Mages




Mages are skilled with the club,dagger,heavy crossbow,light crossbow and quarterstaff, mages are not proficient with any armor or shields. Mages gain 4 hp at level up
Level Base Attack Bonus Ability
1 +0 Summon Familiar, Scribe Scroll, Mage spells level 1
2 +1 None
3 +2 Mage spells level 2
4 +2 None
5 +2 New Ability, Mage spells level 3
6 +3 None
7 +3 Mage spells level 4
8 +4 None
9 +4 Mage spells level 5
10 +5 New ability
11 +5 Mage spells level 6
12 +6/+1 None
13 +6/+1 Mage spells level 7
14 +7/+2 None
15 +7/+2 New Ability, Mage spells level 8
16 +8/+3 None
17 +8/+3 Mage spells level 9
18 +9/+4 None
19 +9/+4 None
20 +10/+5 New Ability

Class Features




Spells- mage can cast Mage spells, They are limited to the number of spells by their mana level.A mage gets 12 mana per level, plus the intelligence modifier. Each spell costs a certain amount of mana and if a Mage runs out they can no longer cast spells, when a new mage is created they get 6 spells of their choice, every spell beyond that costs the mage 50 gp per level of the spell to be learned.
Familiar-A mage can call a familiar. Doing so takes a day and uses up magical materials that cost 100 gp. A familiar is a magical, unusually tough, and intelligent version of a small animal. It is a magical beast not a normal animal, the creature serves as a companion and a servant, The mage can choose what type of familiar they summon, as the mage gains in power so does his familiar,If the familar dies the mage must make a Constitution check with a Difficulty of 15, if the saving throw fails, the mage loses 200 exp times their level. If he succedes he only takes half that amount in exp loss. Slain familiars cannot be replaced for 3 months.

Typical Familars

Bat- no special abilities
Cat-master gains a +2 to all dexterity checks
Hawk-no special abilities
Owl-has low light vision
Rat-master gains a +2 on all constitution checks
Raven-can speak
Snake(tiny)-poisonous bite
Toad-master gains 2 constitution
Weasel-master gains +2 on all Dexterity checks
these are not all they familars, others will be granted on a case by case basis
familars have the following skills:
Natural armor-A familar gains an armor class as a normal animal, however due to his magical link with the mage, his AC goes up 1 point for every two levels the mage has,
Intelligance- A familar has an Intelligance score of 6, for every two levels the mage has it goes up 1 additional point
Share spellsthe mage may cast any spell on his familar as if he were casting it on himself
Touch- if the mage is level 3 or higher, he can use his familar to deliver any touch attacks that he would have to do himself
Spell resistance- when the master reaches 11th level his familar gains spell resistance equal to the mages level +5

Scribe Scroll-A mage may spend 50 gp to create a scroll of any spell he knows
New ability-every 5 levels a mage gains a new ability, this must be a meta-magic ability, or an item creation ability


starting gold 80 gp