Darth Stabber
2009-02-26, 03:08 PM
Through out the land in the courts of royalty and nobility a certain type of magic is needed. Every royal court, and many of the more well off noble courts, employs spell casters both for protection from other magics, and to gather information. The proper job title veries from court to court, but the most common term is court mage. A court mage is usually one of the kings top advisers, using his Divinations to provide timely information. He is also Adept at using Abjuration to protect his lord and his keep. Good court mages tend to be kindly protectors and advisors, whereas evil court mages have a tendancy to be working to set themselves up as the power behind the thrown(if they aren't already!). Court mage adventurers tend to be those that have tired of the court, and want to give it up (either pemanently or temporarily), have been forced to do so.
Court Mage
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Armored Mage|5|3
2nd|
+1|
+0|
+0|
+3||6|4
3rd|
+1|
+1|
+1|
+3|Improved protection|6|5
4th|
+2|
+1|
+1|
+4|Arcane Awareness|6|6|3
5th|
+2|
+1|
+1|
+4||6|6|4
6th|
+3|
+2|
+2|
+5|Reactive Counterspell, Expanded Knowledge|6|6|5|3
7th|
+3|
+2|
+2|
+5||6|6|6|4
8th|
+4|
+2|
+2|
+6|Adept dispelling 2/day|6|6|6|5|3
9th|
+4|
+3|
+3|
+6||6|6|6|6|4
10th|
+5|
+3|
+3|
+7|Expanded Knowledge|6|6|6|6|5|3
11th|
+5|
+3|
+3|
+7||6|6|6|6|6|4
12th|
+6/+1|
+4|
+4|
+8|Adept dispelling 3/day|6|6|6|6|6|5|3
13th|
+6/+1|
+4|
+4|
+8||6|6|6|6|6|6|4
14th|
+7/+2|
+4|
+4|
+9|Expanded Knowledge|6|6|6|6|6|6|5|3
15th|
+7/+2|
+5|
+5|
+x9||6|6|6|6|6|6|6|4
16th|
+8/+3|
+5|
+5|
+10|Adept Dispelling 4/day|6|6|6|6|6|6|6|5|3
17th|
+8/+3|
+5|
+5|
+10||6|6|6|6|6|6|6|6|4
18th|
+9/+4|
+6|
+6|
+11|Expanded Knowledge|6|6|6|6|6|6|6|6|5|3
19th|
+9/9+4|
+6|
+6|
+11||6|6|6|6|6|6|6|6|6|4
20th|
+10/+5|
+6|
+6|
+12|Faultess Perception, adept dispelling 6/day|6|6|6|6|6|6|6|6|6|6[/table]
Hit die: d6
Skills: Diplomacy, Craft(any), concentration, Knowledge(any), sense motive, Spot, Spell Craft, UMD
Skill points: 4+int mod, x4 @ first lvl.
Proficiencies: Light armor, simple weapons, any one martial weapon.
Class Features
Spell casting - int based spont cast any spell on their list.
Armored Mage - You may wear light armor with out incurring the risk of arcane spell failure.
Improved Protection - Once per encounter, when you cast a courtmage spell on yourself or an ally that increases your/their AC, you may give yourself or that ally an additional untyped bonus to AC equal to 1 + 1/3 class level(rounded down). This effect lasts a number of rounds equal to your Intelligence modifier + the spell's level.
Arcane Awarness - You may cast detect magic @ will
Adept Dispelling - A number of times per day equal 1/4 of your class lvl, when you cast Dispel magic, or any other dispelling effect, you may add you int modifier to your caster lvl check.
Reactive counterspell - You Gain reactive counterspell as a bonus feat (no need to meet the prereqs).
Expanded Knowledge - Add an Divination spell, of a level you can cast, from the wizard/sorc list to you list of spell known.
Faultess Perception - You permanently gain the effects of True Seeing.
Spell list
0: Resistance, Detect Poison, Detect Magic, Prestidigitation, arcane mark, message, mage hand, Read Magic.
1: Alarm, Endure Elements, Protection from Chaos/Evil/Good/Law, Shield, Mage Armor, Charm Person, Comprehend Languages, Detect Secret Doors, Identify, True Strike, Entropic Shield, remove fear, Detect Chaos/Evil/Good/Law, Sanctuary, Hold Portal.
2: Arcane Lock, Obscure Object, Protection from Arrows, Resist Energy, Detect Thoughts, Locate Object, See Invisibility,Find Traps, status, Shield Other.
3: Dispel Magic, Explosive Runes, Magic Circle against Chaos/Evil/Good/Law, Nondetection, Protection from Energy, Sepia Snake Sigil, Arcane Sight, Clairaudience/Clairvoyance, Tongues, Glyph of Warding, Remove Curse, Tiny Hut, Wind Wall
4: Dimensional Anchor, Fire Trap, Lesser Globe of Invulnerability, Stoneskin, Arcane Eye, Detect Scrying, Locate Creature , Scrying, Wall of Fire, Wall of Ice , Illusory Wall, Discern Lies, Divination, Freedom of Movement.
5: Break Enchantment, Dismissal, Mage’s Private Sanctum, Wall of Stone, Contact Other Plane, Prying Eyes, Telepathic Bond, Symbol of Sleep, Interposing Hand, Wall of Force, Dispel Chaos/Evil/Good/Law, Spell Resistance.
6: Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Guards and Wards, Repulsion, Analyze Dweomer, Legend Lore, True Seeing, Contingency, Symbol of Fear, Word of recall, Greater Glyph of Warding.
7: Banishment, Sequester, Spell Turning, Greater Arcane Sight, Greater Scrying, Vision, Symbol of Stunning, Forcecage, Symbol of Weakness.
8: Dimensional Lock, Mind Blank, Prismatic Wall, Protection from Spells, Discern Location, Moment of Prescience, Greater Prying Eyes, Symbol of Insanity, Screen, Symbol of Death, Limited Wish.
9: Freedom, Imprisonment, Mage’s Disjunction, Prismatic Sphere, Foresight
Designer's Notes
I got the Idea from Warmage/Dread Necromancer/Beguiler, these classes are all full casters, but had a very tight focus, making them good, but not as good as normal wizard or sorc, and since they never printed ones to take advantage of Abjuration, Conjuration, Divination, and Transmutation, I thought that I would homebrew the rest. This is the first fruit. Div and Abj being to two "weaker" of the 4 got combined, Conj and trans will get a class to themselves.
This Class is based off the concept of the wizard as the king's adviser and protector from magical threat. A bit more abjuration than divination focus, making it a fairly defensive class. Ultimately his job in a party is information and Control. The Spell list contains wall spells, and trap spells, as those things seem mechanically appropriate, and serve to get the whole class off the ground. Any thoughts, advice, or constructive criticism would be appreciated, especially regarding balance, I'm looking to fall between dread necro and beguiler in terms of power, and I can never tell with my own work how close I am to the mark.
Court Mage
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Armored Mage|5|3
2nd|
+1|
+0|
+0|
+3||6|4
3rd|
+1|
+1|
+1|
+3|Improved protection|6|5
4th|
+2|
+1|
+1|
+4|Arcane Awareness|6|6|3
5th|
+2|
+1|
+1|
+4||6|6|4
6th|
+3|
+2|
+2|
+5|Reactive Counterspell, Expanded Knowledge|6|6|5|3
7th|
+3|
+2|
+2|
+5||6|6|6|4
8th|
+4|
+2|
+2|
+6|Adept dispelling 2/day|6|6|6|5|3
9th|
+4|
+3|
+3|
+6||6|6|6|6|4
10th|
+5|
+3|
+3|
+7|Expanded Knowledge|6|6|6|6|5|3
11th|
+5|
+3|
+3|
+7||6|6|6|6|6|4
12th|
+6/+1|
+4|
+4|
+8|Adept dispelling 3/day|6|6|6|6|6|5|3
13th|
+6/+1|
+4|
+4|
+8||6|6|6|6|6|6|4
14th|
+7/+2|
+4|
+4|
+9|Expanded Knowledge|6|6|6|6|6|6|5|3
15th|
+7/+2|
+5|
+5|
+x9||6|6|6|6|6|6|6|4
16th|
+8/+3|
+5|
+5|
+10|Adept Dispelling 4/day|6|6|6|6|6|6|6|5|3
17th|
+8/+3|
+5|
+5|
+10||6|6|6|6|6|6|6|6|4
18th|
+9/+4|
+6|
+6|
+11|Expanded Knowledge|6|6|6|6|6|6|6|6|5|3
19th|
+9/9+4|
+6|
+6|
+11||6|6|6|6|6|6|6|6|6|4
20th|
+10/+5|
+6|
+6|
+12|Faultess Perception, adept dispelling 6/day|6|6|6|6|6|6|6|6|6|6[/table]
Hit die: d6
Skills: Diplomacy, Craft(any), concentration, Knowledge(any), sense motive, Spot, Spell Craft, UMD
Skill points: 4+int mod, x4 @ first lvl.
Proficiencies: Light armor, simple weapons, any one martial weapon.
Class Features
Spell casting - int based spont cast any spell on their list.
Armored Mage - You may wear light armor with out incurring the risk of arcane spell failure.
Improved Protection - Once per encounter, when you cast a courtmage spell on yourself or an ally that increases your/their AC, you may give yourself or that ally an additional untyped bonus to AC equal to 1 + 1/3 class level(rounded down). This effect lasts a number of rounds equal to your Intelligence modifier + the spell's level.
Arcane Awarness - You may cast detect magic @ will
Adept Dispelling - A number of times per day equal 1/4 of your class lvl, when you cast Dispel magic, or any other dispelling effect, you may add you int modifier to your caster lvl check.
Reactive counterspell - You Gain reactive counterspell as a bonus feat (no need to meet the prereqs).
Expanded Knowledge - Add an Divination spell, of a level you can cast, from the wizard/sorc list to you list of spell known.
Faultess Perception - You permanently gain the effects of True Seeing.
Spell list
0: Resistance, Detect Poison, Detect Magic, Prestidigitation, arcane mark, message, mage hand, Read Magic.
1: Alarm, Endure Elements, Protection from Chaos/Evil/Good/Law, Shield, Mage Armor, Charm Person, Comprehend Languages, Detect Secret Doors, Identify, True Strike, Entropic Shield, remove fear, Detect Chaos/Evil/Good/Law, Sanctuary, Hold Portal.
2: Arcane Lock, Obscure Object, Protection from Arrows, Resist Energy, Detect Thoughts, Locate Object, See Invisibility,Find Traps, status, Shield Other.
3: Dispel Magic, Explosive Runes, Magic Circle against Chaos/Evil/Good/Law, Nondetection, Protection from Energy, Sepia Snake Sigil, Arcane Sight, Clairaudience/Clairvoyance, Tongues, Glyph of Warding, Remove Curse, Tiny Hut, Wind Wall
4: Dimensional Anchor, Fire Trap, Lesser Globe of Invulnerability, Stoneskin, Arcane Eye, Detect Scrying, Locate Creature , Scrying, Wall of Fire, Wall of Ice , Illusory Wall, Discern Lies, Divination, Freedom of Movement.
5: Break Enchantment, Dismissal, Mage’s Private Sanctum, Wall of Stone, Contact Other Plane, Prying Eyes, Telepathic Bond, Symbol of Sleep, Interposing Hand, Wall of Force, Dispel Chaos/Evil/Good/Law, Spell Resistance.
6: Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Guards and Wards, Repulsion, Analyze Dweomer, Legend Lore, True Seeing, Contingency, Symbol of Fear, Word of recall, Greater Glyph of Warding.
7: Banishment, Sequester, Spell Turning, Greater Arcane Sight, Greater Scrying, Vision, Symbol of Stunning, Forcecage, Symbol of Weakness.
8: Dimensional Lock, Mind Blank, Prismatic Wall, Protection from Spells, Discern Location, Moment of Prescience, Greater Prying Eyes, Symbol of Insanity, Screen, Symbol of Death, Limited Wish.
9: Freedom, Imprisonment, Mage’s Disjunction, Prismatic Sphere, Foresight
Designer's Notes
I got the Idea from Warmage/Dread Necromancer/Beguiler, these classes are all full casters, but had a very tight focus, making them good, but not as good as normal wizard or sorc, and since they never printed ones to take advantage of Abjuration, Conjuration, Divination, and Transmutation, I thought that I would homebrew the rest. This is the first fruit. Div and Abj being to two "weaker" of the 4 got combined, Conj and trans will get a class to themselves.
This Class is based off the concept of the wizard as the king's adviser and protector from magical threat. A bit more abjuration than divination focus, making it a fairly defensive class. Ultimately his job in a party is information and Control. The Spell list contains wall spells, and trap spells, as those things seem mechanically appropriate, and serve to get the whole class off the ground. Any thoughts, advice, or constructive criticism would be appreciated, especially regarding balance, I'm looking to fall between dread necro and beguiler in terms of power, and I can never tell with my own work how close I am to the mark.