Ziegander
2012-02-11, 06:56 PM
What follows is essentially a tweaked Adept that combines some of the Bard, some of the Healer, some of the Warmage, and a few other disparate D&D concepts to create a faithful reconstruction of Final Fantasy's Red Mage. Here's hoping it turns out to be interesting.
The Red Mage
http://i498.photobucket.com/albums/rr343/ladybarbara001/Arena/FireSword.jpg
Alignment: Any
Hit Die: 1d8
Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
1st
+0
+0
+2
+2
Red Magic, Panache
4
1+1
—
—
—
—
2nd
+1
+0
+3
+3
Combat Casting
5
1+1
—
—
—
—
3rd
+2
+1
+3
+3
Healer's Mercy, Warmage's Edge
6
2+2
—
—
—
—
4th
+3
+1
+4
+4
Spell Power +1
6
2+2
0+0
—
—
—
5th
+3
+1
+4
+4
7
2+2
1+1
—
—
—
6th
+4
+2
+5
+5
Bonus Feat
7
2+2
1+1
—
—
—
7th
+5
+2
+5
+5
8
3+3
2+2
—
—
—
8th
+6/+1
+2
+6
+6
Spell Power +2
8
3+3
2+2
0+0
—
—
9th
+6/+1
+3
+6
+6
8
3+3
2+2
1+1
—
—
10th
+7/+2
+3
+7
+7
Bonus Feat
8
3+3
2+2
1+1
—
—
11th
+8/+3
+3
+7
+7
8
3+3
3+3
2+2
—
—
12th
+9/+4
+4
+8
+8
Spell Power +3
8
3+3
3+3
2+2
0+0
—
13th
+9/+4
+4
+8
+8
8
3+3
3+3
2+2
1+1
—
14th
+10/+5
+4
+9
+9
Bonus Feat
8
3+3
3+3
2+2
1+1
—
15th
+11/+6/+1
+5
+9
+9
8
3+3
3+3
3+3
2+2
—
16th
+12/+7/+2
+5
+10
+10
Spell Power +4
8
3+3
3+3
3+3
2+2
0+0
17th
+12/+7/+2
+5
+10
+10
8
3+3
3+3
3+3
2+2
1+1
18th
+13/+8/+3
+6
+11
+11
Bonus Feat
8
3+3
3+3
3+3
2+2
1+1
19th
+14/+9/+4
+6
+11
+11
8
3+3
3+3
3+3
3+3
2+2
20th
+15/+10/+5
+6
+12
+12
Spell Power +5
8
3+3
3+3
3+3
3+3
2+2
Class Skills (4 + Int modifier): Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Gather Information, Heal, Jump, Knowledge (Any), Listen, Perform, Profession, Ride, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim, and Use Magic Device.
Weapon & Armor Proficiencies
A Red Mage is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Red Mages are proficient with light armor and shields (except Tower Shields).
A Red Mage can cast Red Mage spells while wearing light armor or wielding a shield (but not a Tower Shield) without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Red Mage wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Red Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Red Magic
A Red Mage casts both arcane spells and divine spells, drawn from the Wizard's and Cleric's spell lists respectively. Red Mages know all spells on the appropriate spell lists, but prepare their spells in the same way that a Wizard does. She has a separate set of spell slots to prepare spells of 1st level and higher, but does not need to prepare her cantrips and orisons. She casts 0-level spells spontaneously. The first set of spell slots in each column are her arcane spell slots per day; the second set of spell slots in each column are her divine spell slots per day.
In order to cast an arcane spell, a Red Mage must have an Intelligence score of at least 10 + spell level. A Red Mage may be entitled to extra arcane spell slots per day if she has a high Intelligence score.
In order to cast a divine spell, a Red Mage must have a Wisdom score of at least 10 + spell level. A Red Mage may be entitled to extra divine spell slots per day if she has a high Wisdom score.
The saving throw DC of any spell cast by a Red Mage, whether it's arcane or divine, is 10 + spell level + Charisma modifier.
A Red Mage may spontaneously convert prepared arcane spells into any arcane spell of the same level from the Warmage's spell list (see Miniature's Handbook, pg 16), and she may spontaneously convert prepared divine spells into any divine spell of the same level from the Healer's spell list (see Miniature's Handbook, pg 11).
Panache (Ex): A Red Mage may substitute her Charisma modifier for her Strength or Dexterity modifier when making an attack roll with a simple weapon, a longsword, a rapier, a sap, a shortsword, a shortbow, or a whip; or an attack roll with a weapon-like spell or effect.
Healer's Mercy (Ex): Starting at 3rd level, a Red Mage adds her Wisdom modifier to her AC as long as she wears light armor or no armor and to the amount of hit points cured by any divine spell she casts that cures hit point damage.
Warmage's Edge (Ex): Starting at 3rd level, a Red Mage adds her Intelligence modifier to weapon damage rolls as long as she attacks with a simple weapon, a longsword, a rapier, a sap, a shortsword, a shortbow, or a whip; and also to the damage dealt by any arcane spell she casts that deals hit point damage
Spell Power (Ex): Starting at 4th level, a Red Mage adds the listed bonus to her spell penetration checks and to the save DCs of spells she casts. This ability has no effect on cantrips or orisons you cast.
Bonus Feats
At 6th level and every four levels thereafter, a Red Mage gains a bonus feat which may be any feat chosen from the Fighter's list of bonus feats, any metamagic feat, or any item creation feat.
~
Red Mage Feats
Improved Mercy
Prerequisites: Wis 15, Healer's Mercy, Able to cast 2nd level Divine spells
Benefit: When you cast a divine spell that cures hit point damage you cure an additional number of hit points equal to your Wisdom modifier × the spell's level.
Normal: Healer's Mercy adds your Wisdom modifier to the amount of hit points cured when you cast a divine spell that cures hit points.
Improved Edge
Prerequisites: Int 15, Warmage's Edge, Able to cast 2nd level Arcane spells
Benefit: When you cast an arcane spell that deals hit point damage you deal extra hit point damage equal to your Intelligence modifier × the spell's level.
Normal: Warmage's Edge adds your Intelligence modifier to the hit point damage dealt by arcane spells you cast.
Vermilion Spell Power
Prerequisites: Int 15, Wis 15, Heighten Spell, Red Magic, Spell Power +1, Able to cast 2nd level Arcane spells, able to cast 2nd level Divine spells
Benefit: For the purposes of determining the level of Warmage and/or Healer spells you are able to spontaneously convert prepared spells into, add your Spell Power bonus to the effective spell level of your prepared Wizard and Cleric spells.
Special: You cannot use this feat to spontaneously convert a prepared spell into a Warmage or Healer spell of a spell level that is greater than twice the spell level of the prepared spell. As such you cannot use it to spontaneously convert cantrips or orisons at all, and the maximum spell level by spell slot is as follows: 1st -> 2nd, 2nd -> 4th, 3rd -> 6th, 4th -> 8th, and 5th -> 9th.
Sudden Metamagic
Prerequisites: Any metamagic feat
Benefit: Once per day for each [Metamagic] feat you have you may apply that feat's effect to a spell you cast without increasing the spell's level or the level of the spell slot, and without needing to prepare it ahead of time. You can still use your [Metamagic] feats normally.
Special: You may only use this feat if the level of the spell slot that would normally be expended to cast the spell is less than or equal to ½ your caster level +1.
Special: You may take this feat multiple times. Each time you take it beyond the first you may use the feat's benefit an additional time per day for each [Metamagic] feat you have.
The Red Mage
http://i498.photobucket.com/albums/rr343/ladybarbara001/Arena/FireSword.jpg
Alignment: Any
Hit Die: 1d8
Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
1st
+0
+0
+2
+2
Red Magic, Panache
4
1+1
—
—
—
—
2nd
+1
+0
+3
+3
Combat Casting
5
1+1
—
—
—
—
3rd
+2
+1
+3
+3
Healer's Mercy, Warmage's Edge
6
2+2
—
—
—
—
4th
+3
+1
+4
+4
Spell Power +1
6
2+2
0+0
—
—
—
5th
+3
+1
+4
+4
7
2+2
1+1
—
—
—
6th
+4
+2
+5
+5
Bonus Feat
7
2+2
1+1
—
—
—
7th
+5
+2
+5
+5
8
3+3
2+2
—
—
—
8th
+6/+1
+2
+6
+6
Spell Power +2
8
3+3
2+2
0+0
—
—
9th
+6/+1
+3
+6
+6
8
3+3
2+2
1+1
—
—
10th
+7/+2
+3
+7
+7
Bonus Feat
8
3+3
2+2
1+1
—
—
11th
+8/+3
+3
+7
+7
8
3+3
3+3
2+2
—
—
12th
+9/+4
+4
+8
+8
Spell Power +3
8
3+3
3+3
2+2
0+0
—
13th
+9/+4
+4
+8
+8
8
3+3
3+3
2+2
1+1
—
14th
+10/+5
+4
+9
+9
Bonus Feat
8
3+3
3+3
2+2
1+1
—
15th
+11/+6/+1
+5
+9
+9
8
3+3
3+3
3+3
2+2
—
16th
+12/+7/+2
+5
+10
+10
Spell Power +4
8
3+3
3+3
3+3
2+2
0+0
17th
+12/+7/+2
+5
+10
+10
8
3+3
3+3
3+3
2+2
1+1
18th
+13/+8/+3
+6
+11
+11
Bonus Feat
8
3+3
3+3
3+3
2+2
1+1
19th
+14/+9/+4
+6
+11
+11
8
3+3
3+3
3+3
3+3
2+2
20th
+15/+10/+5
+6
+12
+12
Spell Power +5
8
3+3
3+3
3+3
3+3
2+2
Class Skills (4 + Int modifier): Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Gather Information, Heal, Jump, Knowledge (Any), Listen, Perform, Profession, Ride, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim, and Use Magic Device.
Weapon & Armor Proficiencies
A Red Mage is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Red Mages are proficient with light armor and shields (except Tower Shields).
A Red Mage can cast Red Mage spells while wearing light armor or wielding a shield (but not a Tower Shield) without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Red Mage wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Red Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Red Magic
A Red Mage casts both arcane spells and divine spells, drawn from the Wizard's and Cleric's spell lists respectively. Red Mages know all spells on the appropriate spell lists, but prepare their spells in the same way that a Wizard does. She has a separate set of spell slots to prepare spells of 1st level and higher, but does not need to prepare her cantrips and orisons. She casts 0-level spells spontaneously. The first set of spell slots in each column are her arcane spell slots per day; the second set of spell slots in each column are her divine spell slots per day.
In order to cast an arcane spell, a Red Mage must have an Intelligence score of at least 10 + spell level. A Red Mage may be entitled to extra arcane spell slots per day if she has a high Intelligence score.
In order to cast a divine spell, a Red Mage must have a Wisdom score of at least 10 + spell level. A Red Mage may be entitled to extra divine spell slots per day if she has a high Wisdom score.
The saving throw DC of any spell cast by a Red Mage, whether it's arcane or divine, is 10 + spell level + Charisma modifier.
A Red Mage may spontaneously convert prepared arcane spells into any arcane spell of the same level from the Warmage's spell list (see Miniature's Handbook, pg 16), and she may spontaneously convert prepared divine spells into any divine spell of the same level from the Healer's spell list (see Miniature's Handbook, pg 11).
Panache (Ex): A Red Mage may substitute her Charisma modifier for her Strength or Dexterity modifier when making an attack roll with a simple weapon, a longsword, a rapier, a sap, a shortsword, a shortbow, or a whip; or an attack roll with a weapon-like spell or effect.
Healer's Mercy (Ex): Starting at 3rd level, a Red Mage adds her Wisdom modifier to her AC as long as she wears light armor or no armor and to the amount of hit points cured by any divine spell she casts that cures hit point damage.
Warmage's Edge (Ex): Starting at 3rd level, a Red Mage adds her Intelligence modifier to weapon damage rolls as long as she attacks with a simple weapon, a longsword, a rapier, a sap, a shortsword, a shortbow, or a whip; and also to the damage dealt by any arcane spell she casts that deals hit point damage
Spell Power (Ex): Starting at 4th level, a Red Mage adds the listed bonus to her spell penetration checks and to the save DCs of spells she casts. This ability has no effect on cantrips or orisons you cast.
Bonus Feats
At 6th level and every four levels thereafter, a Red Mage gains a bonus feat which may be any feat chosen from the Fighter's list of bonus feats, any metamagic feat, or any item creation feat.
~
Red Mage Feats
Improved Mercy
Prerequisites: Wis 15, Healer's Mercy, Able to cast 2nd level Divine spells
Benefit: When you cast a divine spell that cures hit point damage you cure an additional number of hit points equal to your Wisdom modifier × the spell's level.
Normal: Healer's Mercy adds your Wisdom modifier to the amount of hit points cured when you cast a divine spell that cures hit points.
Improved Edge
Prerequisites: Int 15, Warmage's Edge, Able to cast 2nd level Arcane spells
Benefit: When you cast an arcane spell that deals hit point damage you deal extra hit point damage equal to your Intelligence modifier × the spell's level.
Normal: Warmage's Edge adds your Intelligence modifier to the hit point damage dealt by arcane spells you cast.
Vermilion Spell Power
Prerequisites: Int 15, Wis 15, Heighten Spell, Red Magic, Spell Power +1, Able to cast 2nd level Arcane spells, able to cast 2nd level Divine spells
Benefit: For the purposes of determining the level of Warmage and/or Healer spells you are able to spontaneously convert prepared spells into, add your Spell Power bonus to the effective spell level of your prepared Wizard and Cleric spells.
Special: You cannot use this feat to spontaneously convert a prepared spell into a Warmage or Healer spell of a spell level that is greater than twice the spell level of the prepared spell. As such you cannot use it to spontaneously convert cantrips or orisons at all, and the maximum spell level by spell slot is as follows: 1st -> 2nd, 2nd -> 4th, 3rd -> 6th, 4th -> 8th, and 5th -> 9th.
Sudden Metamagic
Prerequisites: Any metamagic feat
Benefit: Once per day for each [Metamagic] feat you have you may apply that feat's effect to a spell you cast without increasing the spell's level or the level of the spell slot, and without needing to prepare it ahead of time. You can still use your [Metamagic] feats normally.
Special: You may only use this feat if the level of the spell slot that would normally be expended to cast the spell is less than or equal to ½ your caster level +1.
Special: You may take this feat multiple times. Each time you take it beyond the first you may use the feat's benefit an additional time per day for each [Metamagic] feat you have.