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Ralasha
2012-01-30, 06:33 PM
The High Mage:
As with all heroes, there are always those few that are more powerful, or more skilled to such an extent that they are set above others even from the beginning. High Magi were once far more common in ancient times, when nations of great and powerful spell casters ruled the planes. They were not limited to their towers, or their cities, and their reach extended into the folds of magic itself. These great and powerful shapers of the world were the High Magi. Able to shape the land and sky, and create wonders seldom seen before or since. They created great flying fortresses, gaurdians of made of magic itself, and doorways between the planes. Their power was not infinite, and as with all great powers, they became overconfident in their abilities and reached beyond their limits. All such things perish, as did they... for the most part, some few held to their humanity, remembering their meager beginnings, and learned from the mistakes of the past and present... Some live even now, trained by others, though very few in number.
(Four seperate classes will be presented here. One of the sorceruos type, spontaneous casters. And one of the Wizarding type. With two types of each, a generalist, and a specialist. That's right, specialist sorcerers.)

HD:D4
Skills:
The class skills and ability for each for a High Sorcerer: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: Any other one (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at first level: (4+Int Mod)x4.
Skill Points for each level after First: 4+Int Mod

The Class Skills and ability for each for a High Wizard: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge: Any (Int), Profession (Wis), Speak Language (N/A), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at First Level: (2+Int Mod)x4
Skill Points for each level after First: 2+Int Mod

The Spontaneous Generalist:

Table 1-1: The (generalist) High Sorcerer and Spells Per Day:{table]Level|BAB|FS|RS|WS|Special|0|1|2|3|4|5|6|7|8|9
1|+0|+0|+0|+2|First Path|3|1|0|0|0|0|0|0|0|0
2|+1|+0|+0|+3| |4|2|0|0|0|0|0|0|0|0
3|+1|+1|+1|+3| |5|3|1|0|0|0|0|0|0|0
4|+2|+1|+1|+4| |6|4|2|0|0|0|0|0|0|0
5|+2|+1|+1|+4|First Advance|6|5|3|1|0|0|0|0|0|0
6|+3|+2|+2|+5| |6|5|4|2|0|0|0|0|0|0
7|+3|+2|+2|+5| |6|5|5|3|0|0|0|0|0|0
8|+4|+2|+2|+6| |6|5|5|4|1|0|0|0|0|0
9|+4|+3|+3|+6|Second Advance|6|5|5|5|2|0|0|0|0|0
10|+5|+3|+3|+7|Secondary Path|6|5|5|5|3|1|0|0|0|0
11|+5|+3|+3|+7| |6|5|5|5|4|2|0|0|0|0
12|+6|+4|+4|+8| |6|5|5|5|4|3|1|0|0|0
13|+6|+4|+4|+8|Third Advance|6|5|5|5|4|4|2|0|0|0
14|+7|+4|+4|+9| |6|5|5|5|4|4|3|1|0|0
15|+7|+5|+5|+9| |6|5|5|5|4|4|4|2|0|0
16|+8|+5|+5|+10| |6|5|5|5|4|4|4|3|1|0
17|+8|+5|+5|+10|Fourth Advance|6|5|5|5|4|4|4|3|2|0
18|+9|+6|+6|+11| |6|5|5|5|4|4|4|3|3|1
19|+9|+6|+6|+11| |6|5|5|5|4|4|4|3|3|2
20|+10/+5|+6|+6|+12|First Path Mastery|6|5|5|5|4|4|4|3|3|3[/table]
Table 1-2: Generalist Spells Known:{table]Level|0|1|2|3|4|5|6|7|8|9
1|4|2|0|0|0|0|0|0|0|0
2|5|2|0|0|0|0|0|0|0|0
3|6|2|1|0|0|0|0|0|0|0
4|6|3|2|0|0|0|0|0|0|0
5|6|3|2|1|0|0|0|0|0|0
6|7|3|3|2|0|0|0|0|0|0
7|7|4|3|2|0|0|0|0|0|0
8|7|4|3|3|1|0|0|0|0|0
9|8|5|4|3|2|0|0|0|0|0
10|8|5|4|3|3|1|0|0|0|0
11|8|5|5|4|3|2|0|0|0|0
12|8|6|5|4|3|3|1|0|0|0
13|8|6|5|5|4|3|2|0|0|0
14|8|6|6|5|4|3|3|1|0|0
15|8|6|6|5|5|4|3|2|0|0
16|8|6|6|6|5|4|3|2|1|0
17|8|6|6|6|5|5|4|3|2|0
18|8|6|6|6|6|5|4|3|2|1
19|8|6|6|6|6|5|5|3|3|2
20|8|6|6|6|6|6|5|4|3|3[/table]
Note on Generalist:The Spontaneous Generalist gain bonus spells per day, as a normal sorcerer. Spells may be selected from the bard, wizard, or sorcerer spell lists.

Table 1-3: The Spontaneous Specialist's spells known:{table]Level|0|1|2|3|4|5|6|7|8|9
1|3|(s)|0|0|0|0|0|0|0|0
2|4|(s)+1|0|0|0|0|0|0|0|0
3|4|(s)+1|(s)|0|0|0|0|0|0|0
4|5|(s)+1|(s)+1|0|0|0|0|0|0|0
5|5|(s)+2|(s)+1|(s)|0|0|0|0|0|0
6|6|(s)+2|(s)+1|(s)+1|0|0|0|0|0|0
7|6|(s)+3|(s)+2|(s)+1|0|0|0|0|0|0
8|6|(s)+3|(s)+2|(s)+1|(s)|0|0|0|0|0
9|6|(s)+3|(s)+3|(s)+2|(s)+1|0|0|0|0|0
10|6|(s)+3|(s)+3|(s)+2|(s)+1|(s)|0|0|0|0
11|6|(s)+3|(s)+3|(s)+3|(s)+1|(s)+1|0|0|0|0
12|6|(s)+3|(s)+3|(s)+3|(s)+2|(s)+1|(s)|0|0|0
13|6|(s)+3|(s)+3|(s)+3|(s)+2|(s)+1|(s)+1|0|0|0
14|6|(s)+3|(s)+3|(s)+3|(s)+2|(s)+2|(s)+1|(s)|0|0
15|6|(s)+3|(s)+3|(s)+3|(s)+2|(s)+2|(s)+1|(s)+1|0|0
16|6|(s)+3|(s)+3|(s)+3|(s)+2|(s)+2|(s)+2|(s)+1|(s) |0
17|6|(s)+3|(s)+3|(s)+3|(s)+2|(s)+2|(s)+2|(s)+1|(s) +1|0
18|6|(s)+3|(s)+3|(s)+3|(s)+2|(s)+2|(s)+2|(s)+1|(s) +1|(s)
19|6|(s)+3|(s)+3|(s)+3|(s)+2|(s)+2|(s)+2|(s)+1|(s) +1|(s)+1
20|6|(s)+3|(s)+3|(s)+3|(s)+2|(s)+2|(s)+2|(s)+1|(s) +1|(s)+1[/table]
A note on Spells Known: The Spontaneous Specialist must choose a school from the list as a specialist wizard; however the Specialist Sorcerer must select 3 other schools to be it's prohibited schools, instead of two, or one. All spells falling under this school on the sorcerer/wizard list are considered known. This Sorcerer gains bonus spells known, and spells per day for having a high Charisma score. The +# spells known may not be selected from prohibited schools, although any other schools are acceptable. (s) Stands for school.
Class Features:Armor and Weapon Proficiencies: The High Sorcerer is proficient with no armor or shields, but all light weapons.
Paths:All High Mages have paths. These are the things which truly set them apart from others. Paths represent advanced training in one or more areas. These abilities only effect this class. Paths are in the following list: *=Generalist/Specialist, ¹=Generalist only, and º=Specialist only.
*Metamage: A metamage is a mage that specializes in casting their spells using metamagic enhancements, whatever those enhancements may be. At first level the Metamage gains a reduction on using metamagic, all enhanced spells have their increased casting times reduced by one. This ability stacks each time the term first, second, third (etc) 'advance' is seen on the table. Meaning a Metamage can cast an Empowered, Maximized spell at level 17 without increasing casting time, since the spell would be increased by 5 spell levels and having this trait five times would reduce the increased casting time by five rounds. This also means that at first level, a Metamage can quicken a spell with a casting time of less than one round as though a wizard. This does not reduce the spell level increment of the metamagic feats, merely the casting time penalty. At First level and every time the character gains an Advance they may choose a metamagic feat to add to their repertoire. They must meat all requirements for the new feat.
ºElementalist: The Elementalist chooses an element type from the following: Acid, Cold, Fire, Lightning, or Sonic. The Elementalist gains a bonus to all skill checks regarding all relevant spells, creatures, and planes with attributes of that element. The character also gains Energy Resistance 2 against this energy type, and a +1 to all casterlevels for the purpose of casting spells of that element. This is improved each time the character gains 'Advance'.
¹Power Font: The Power Font sorcerer gains an additional spell known for each level of spells known, and an additional spell per day (which may be used for any spell level each time they are used, at the players discretion, thus a character could choose to use it for an additional spell of any spell level known, at the player's chosing) each time this path advances.
*Familiar: The character gains a familiar, and the improved Familiar feat, alternatively the character may choose to wait until they are a higher level to gain a familiar. Each time they gain an advance, treat their character level as one higher for the purposes of familiar abilities, and what familiars they qualify for. Thus a level 5 Familiar Mage would be considered level 7 for the purposes of their familiar's abilities, and what familiars they have access to.
*Archmage: The character gains the Arcane Fire (Su) ability. Arcane Fire is a cone or ray (Chosen at the time of taking this path) that deals 1d4 damage per level of the spell sacrificed to power this ability. The character also gains permanent Detect Magic, this improves to Arcane Sight at level 9, and Greater Arcane Sight at level 17. Each time Advancement is gained the Arcane Fire Damage improves by 1d4 per spell level sacrificed. Thus a level 17 Archmage could sacrifice a 9th level spell to deal 45d4 typeless fire damage, or a 1st level spell to deal 5d4.
Path Masteries:
Metamage: The character is treated as having all of the following feats: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell, Quicken Spell, Silent Spell, Still Spell, and Widen Spell. In addition the increase in spell level for all Metamagic enhancements is reduced by 1, to a minimum of 0.
Elementalist: The character gains immunity to whatever element they chose when they began this path. Any spell the character casts dealing the Acid, Cold, Fire or Lightning types ignores resistance, and bypasses 50% of any immunity. For Sonic Elementalists, all sonic type spells act as the spell shatter, and cause deafness against a DC equal to the spell.
Familiar: All bonuses granted by the character's Familiar(s) are doubled. In addition the character may speak with any creatures of the same kinds and types as the familiar(s) as though they speak the same languages.
[i]Archmage:[i] The Archmage's Greater Arcane Sight can now be used to identify items instantly (this mays till require the appropriate knowledge skill in the case of relics). The Arcane fire ability is now also treated as empowered.
(More to come)

Table 2-1: The High Wizard, and Spells Per Day:
{table]Level|BAB|FS|RS|WS|Special|0|1|2|3|4|5||7|8|9
to|come|at|a|later|time|.| | | | | | | | | [/table]