Necromas
2007-12-29, 03:31 PM
I'm more or less a final fantasy nut, so I decided to make a red mage base class. I know it's been done before but here's my take on it.
Description: The red mage is a bit of a jack of all trades class. It combines the abilities of a fighter, a white mage (closest dnd comparison would be healer), and a black mage (closest dnd comparison would be warmage). The red mage however pays for this versatility by excelling in none of these areas. He will never reach a fighters level of weapon mastery, or a white or black mages level of spellcasting prowess, instead always being mediocre in all three areas. They make up for this mediocrity however in versatility, a red mage can use black magic against foes resistsant to weapon attacks, become a backup fighter when magic is ineffective or the party role needs filling, and play the backup healer as well when what the party needs is defense. Red mages only have one ability unique to them, and that is the ability to doublecast a limited number of times per day. Though their spells are weaker, doublecasting allows a red mage a temporary burst in power compared to other casters.
Abilities: Intelligence determines how powerfull a Red Mages spellcasting ability is. Dexterity is important to a Red Mage as they are limited to light armors. Strength is important for helping a Red Mage with melee combat. Constitution is important for allowing the red mage to take hits. Wisdom and Charisma can help with skills and will saves.
Races: Humans and other diverse races are the most common Red Mages, as they are best able to master the Red Mages versatility. More physically strong or magically inclined races sometimes become Red Mages and focus more on one area of their abilities.
Alignment: Any. Red Mages are as versitile in their motivations as they are in their abilities.
Starting Gold: 6d4×10 gp (150 gp).
Starting Age: Any
HD: d8
Saves: poor fort/reflex, good will
BAB: medium
{table=head]Level|BAB|Fort|Reflex|Will|Special Abilities|Spells Gained|0th|1st|2nd|3rd|4th|5th|6th
1st|
+0|
+0|
+0|
+2|Armored Mage|2+int|5|2|-|-|-|-|-|
2nd|
+1|
+0|
+0|
+3|Bonus Feat|2|6|4|-|-|-|-|-|
3rd|
+2|
+1|
+1|
+3|Doublecast 1/day|2|6|5|-|-|-|-|-|
4th|
+3|
+1|
+1|
+4|Bonus Feat|2|7|6|2|-|-|-|-|
5th|
+3|
+1|
+1|
+4||2|7|6|4|-|-|-|-|
6th|
+4|
+2|
+2|
+5||2|7|6|5|-|-|-|-|
7th|
+5|
+2|
+2|
+5|Doublecast 2/day|2|7|6|6|2|-|-|-|
8th|
+6/1|
+2|
+2|
+6|Bonus Feat|2|7|6|6|4|-|-|-|
9th|
+6/1|
+3|
+3|
+6||2|7|6|6|5|-|-|-|
10th|
+7/2|
+3|
+3|
+7||2|7|6|6|6|2|-|-|
11th|
+8/3|
+3|
+3|
+7|Doublecast 3/day|2|7|6|6|6|4|-|-|
12th|
+9/4|
+4|
+4|
+8|Bonus Feat|2|7|6|6|6|5|-|-|
13th|
+9/4|
+4|
+4|
+8||2|7|6|6|6|6|2|-|
14th|
+10/5|
+4|
+4|
+9||2|7|6|6|6|6|4|-|
15th|
+11/6/1|
+5|
+5|
+9|Doublecast 4/day|2|7|6|6|6|6|5|-|
16th|
+12/7/2|
+5|
+5|
+10|Bonus Feat|2|7|6|6|6|6|6|2|
17th|
+12/7/2|
+5|
+5|
+10||2|7|6|6|6|6|6|4|
18th|
+13/8/3|
+6|
+6|
+11||2|7|6|6|6|6|6|5|
19th|
+14/9/4|
+6|
+6|
+11|Doublecast 5/day|2|7|6|6|6|6|6|6|
20th|
+15/10/5|
+6|
+6|
+12|Bonus Feat|2|7|6|6|6|6|6|6|[/table]
Skill Points: 4+int per level (*4 at first level)
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Swim (Str).
Proficiencies: Red Mages are proficient with all Simple Weapons, and 3 Martial Weapons of their choosing. They are proficient fighters but lack the time to focus on mastering a variety of weapons as they must also spend much time training in other areas. Red Mages are proficient in all Light Armor and with Light Shields.
Spellcasting: A Red Mage casts arcane spells which are drawn from their own spell list. A Red Mage may spontaneously cast any spell they know so long as they have the appropriate spell slot available. To learn, prepare, or cast a spell, the Red Mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Red Mage’s spell is 10 + the spell level + the Red Mage’s Intelligence modifier. Like other spellcasters, a Red Mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, a Red Mage receives bonus spells per day if he has a high Intelligence score.
At first level, a Red Mage begins knowing a number of spells equal to 2 + his intelligence modifier. Every level thereafter the Red Mage learns two additional spells of their choice of up to the highest spell level they can cast after gaining the new level. Though their spell list is limited, a Red Mage will rarely be caught without knowing the right spell for the situation.
Armored Mage: Red Mages train in keeping their spells somatic components simple, and as such are able to ignore the arcane spell failure caused by wearing light armor or light shields. However, they still suffer spell failure when wearing medium or heavy armor or using heavy shields.
*A Red Mage still suffers from arcane spell failure normally when casting spells from other classes.
Bonus Feats: The Red Mage continues to train their combat skills alongside their magic abilities as they progress. A red mage gains a bonus feat at their 2nd level, 4th level, and every 4 levels thereafter. These feats are in addition to the feats normally gained from gaining levels or other sources, and must be choosen from the list of fighter bonus feats. The Red Mage also qualifies for fighter bonus feats as if he had as many fighter levels as the BAB he has from his red mage levels in addition to any fighter levels he may have.
Doublecast: While the Red Mage lacks in power compared to other spellcasters, he partially makes up for it with the ability to cast two spells in a row very quickly. As a full round action, the red mage may cast any two spells he knows that are not of the highest spell level he can cast as a full round action. Both spells must have original casting times of one standard action or less, and they may be either the same spell cast twice or two different spells. These spells use up spell slots as if they had been cast normally.
*A Red Mage can only doublecast a limited number of times per day as given on the table, and cannot doublecast spells gained from other classes. He also cannot use a swift or immediate action during a round in which he doublecasts because it is especially exerting on the Red Mage.
Red Mage Spell List: Red Mages are masters of both black and white magic. Their black magic gives them powerful offensive spells like those of a warmage, focused on dealing damage. On the other hand, their white magic spells grant them the ability to heal their allies and cure them of any negative status effects. At the Dungeon Masters discretion this list could be expanded, but I would only suggest adding elemental damage spells that keep with the black magic theme.
0th Level - Cure Minor Wounds, Detect Poison, Acid Splash, Disrupt Undead, Light, Ray of Frost
1st Level - Cure Light Wounds, Delay Poison, Burning Hands, Chill Touch, Fist of Stone, Hail of Stone, Magic Missile, Orb of Acid: Lesser, Orb of Cold: Lesser, Orb of Electricity: Lesser, Orb of Fire: Lesser, Orb of Sound: Lesser, Shocking Grasp, Sleep
2nd Level - Cure Moderate Wounds, Lesser Restoration, Remove Paralysis, Blades of Fire, Continual Flame, Fire Trap, Fireburst, Flaming Sphere, Ice Knife, Melf's Acid Arrow, Pyrotechnics, Scorching Ray
3rd Level - Cure Serious Wounds, Remove Disease, Dispel Magic, Slow, Haste Fire Shield, Fireball, Flame Arrow, Gust of Wind, Ice Storm, Lightning Bolt, Poison, Sleet Storm, Stinking Cloud
4th Level - Cure Critical Wounds, Remove Blindness/Deafness, Neutralize Poison, Restoration, Blast of Flame, Contagion, Evard's Black Tentacles, Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire, Orb of Force, Orb of Sound
5th Level - Mass Cure Light Wounds, Break Enchantment, Arc of Lightning, Cloudkill, Cone of Cold, Fire Shield: Legion's, Fire Shield: Mass, Fireburst: Greater, Flame Strike, Prismatic Ray
6th Level - Mass Cure Moderate Wounds, Heal, Dispel Magic: Greater, Acid Fog, Blade Barrier, Chain Lightning, Disintegrate, Fire Seeds, Otiluke's Freezing Sphere, Tenser's Transformation
Description: The red mage is a bit of a jack of all trades class. It combines the abilities of a fighter, a white mage (closest dnd comparison would be healer), and a black mage (closest dnd comparison would be warmage). The red mage however pays for this versatility by excelling in none of these areas. He will never reach a fighters level of weapon mastery, or a white or black mages level of spellcasting prowess, instead always being mediocre in all three areas. They make up for this mediocrity however in versatility, a red mage can use black magic against foes resistsant to weapon attacks, become a backup fighter when magic is ineffective or the party role needs filling, and play the backup healer as well when what the party needs is defense. Red mages only have one ability unique to them, and that is the ability to doublecast a limited number of times per day. Though their spells are weaker, doublecasting allows a red mage a temporary burst in power compared to other casters.
Abilities: Intelligence determines how powerfull a Red Mages spellcasting ability is. Dexterity is important to a Red Mage as they are limited to light armors. Strength is important for helping a Red Mage with melee combat. Constitution is important for allowing the red mage to take hits. Wisdom and Charisma can help with skills and will saves.
Races: Humans and other diverse races are the most common Red Mages, as they are best able to master the Red Mages versatility. More physically strong or magically inclined races sometimes become Red Mages and focus more on one area of their abilities.
Alignment: Any. Red Mages are as versitile in their motivations as they are in their abilities.
Starting Gold: 6d4×10 gp (150 gp).
Starting Age: Any
HD: d8
Saves: poor fort/reflex, good will
BAB: medium
{table=head]Level|BAB|Fort|Reflex|Will|Special Abilities|Spells Gained|0th|1st|2nd|3rd|4th|5th|6th
1st|
+0|
+0|
+0|
+2|Armored Mage|2+int|5|2|-|-|-|-|-|
2nd|
+1|
+0|
+0|
+3|Bonus Feat|2|6|4|-|-|-|-|-|
3rd|
+2|
+1|
+1|
+3|Doublecast 1/day|2|6|5|-|-|-|-|-|
4th|
+3|
+1|
+1|
+4|Bonus Feat|2|7|6|2|-|-|-|-|
5th|
+3|
+1|
+1|
+4||2|7|6|4|-|-|-|-|
6th|
+4|
+2|
+2|
+5||2|7|6|5|-|-|-|-|
7th|
+5|
+2|
+2|
+5|Doublecast 2/day|2|7|6|6|2|-|-|-|
8th|
+6/1|
+2|
+2|
+6|Bonus Feat|2|7|6|6|4|-|-|-|
9th|
+6/1|
+3|
+3|
+6||2|7|6|6|5|-|-|-|
10th|
+7/2|
+3|
+3|
+7||2|7|6|6|6|2|-|-|
11th|
+8/3|
+3|
+3|
+7|Doublecast 3/day|2|7|6|6|6|4|-|-|
12th|
+9/4|
+4|
+4|
+8|Bonus Feat|2|7|6|6|6|5|-|-|
13th|
+9/4|
+4|
+4|
+8||2|7|6|6|6|6|2|-|
14th|
+10/5|
+4|
+4|
+9||2|7|6|6|6|6|4|-|
15th|
+11/6/1|
+5|
+5|
+9|Doublecast 4/day|2|7|6|6|6|6|5|-|
16th|
+12/7/2|
+5|
+5|
+10|Bonus Feat|2|7|6|6|6|6|6|2|
17th|
+12/7/2|
+5|
+5|
+10||2|7|6|6|6|6|6|4|
18th|
+13/8/3|
+6|
+6|
+11||2|7|6|6|6|6|6|5|
19th|
+14/9/4|
+6|
+6|
+11|Doublecast 5/day|2|7|6|6|6|6|6|6|
20th|
+15/10/5|
+6|
+6|
+12|Bonus Feat|2|7|6|6|6|6|6|6|[/table]
Skill Points: 4+int per level (*4 at first level)
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Swim (Str).
Proficiencies: Red Mages are proficient with all Simple Weapons, and 3 Martial Weapons of their choosing. They are proficient fighters but lack the time to focus on mastering a variety of weapons as they must also spend much time training in other areas. Red Mages are proficient in all Light Armor and with Light Shields.
Spellcasting: A Red Mage casts arcane spells which are drawn from their own spell list. A Red Mage may spontaneously cast any spell they know so long as they have the appropriate spell slot available. To learn, prepare, or cast a spell, the Red Mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Red Mage’s spell is 10 + the spell level + the Red Mage’s Intelligence modifier. Like other spellcasters, a Red Mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, a Red Mage receives bonus spells per day if he has a high Intelligence score.
At first level, a Red Mage begins knowing a number of spells equal to 2 + his intelligence modifier. Every level thereafter the Red Mage learns two additional spells of their choice of up to the highest spell level they can cast after gaining the new level. Though their spell list is limited, a Red Mage will rarely be caught without knowing the right spell for the situation.
Armored Mage: Red Mages train in keeping their spells somatic components simple, and as such are able to ignore the arcane spell failure caused by wearing light armor or light shields. However, they still suffer spell failure when wearing medium or heavy armor or using heavy shields.
*A Red Mage still suffers from arcane spell failure normally when casting spells from other classes.
Bonus Feats: The Red Mage continues to train their combat skills alongside their magic abilities as they progress. A red mage gains a bonus feat at their 2nd level, 4th level, and every 4 levels thereafter. These feats are in addition to the feats normally gained from gaining levels or other sources, and must be choosen from the list of fighter bonus feats. The Red Mage also qualifies for fighter bonus feats as if he had as many fighter levels as the BAB he has from his red mage levels in addition to any fighter levels he may have.
Doublecast: While the Red Mage lacks in power compared to other spellcasters, he partially makes up for it with the ability to cast two spells in a row very quickly. As a full round action, the red mage may cast any two spells he knows that are not of the highest spell level he can cast as a full round action. Both spells must have original casting times of one standard action or less, and they may be either the same spell cast twice or two different spells. These spells use up spell slots as if they had been cast normally.
*A Red Mage can only doublecast a limited number of times per day as given on the table, and cannot doublecast spells gained from other classes. He also cannot use a swift or immediate action during a round in which he doublecasts because it is especially exerting on the Red Mage.
Red Mage Spell List: Red Mages are masters of both black and white magic. Their black magic gives them powerful offensive spells like those of a warmage, focused on dealing damage. On the other hand, their white magic spells grant them the ability to heal their allies and cure them of any negative status effects. At the Dungeon Masters discretion this list could be expanded, but I would only suggest adding elemental damage spells that keep with the black magic theme.
0th Level - Cure Minor Wounds, Detect Poison, Acid Splash, Disrupt Undead, Light, Ray of Frost
1st Level - Cure Light Wounds, Delay Poison, Burning Hands, Chill Touch, Fist of Stone, Hail of Stone, Magic Missile, Orb of Acid: Lesser, Orb of Cold: Lesser, Orb of Electricity: Lesser, Orb of Fire: Lesser, Orb of Sound: Lesser, Shocking Grasp, Sleep
2nd Level - Cure Moderate Wounds, Lesser Restoration, Remove Paralysis, Blades of Fire, Continual Flame, Fire Trap, Fireburst, Flaming Sphere, Ice Knife, Melf's Acid Arrow, Pyrotechnics, Scorching Ray
3rd Level - Cure Serious Wounds, Remove Disease, Dispel Magic, Slow, Haste Fire Shield, Fireball, Flame Arrow, Gust of Wind, Ice Storm, Lightning Bolt, Poison, Sleet Storm, Stinking Cloud
4th Level - Cure Critical Wounds, Remove Blindness/Deafness, Neutralize Poison, Restoration, Blast of Flame, Contagion, Evard's Black Tentacles, Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire, Orb of Force, Orb of Sound
5th Level - Mass Cure Light Wounds, Break Enchantment, Arc of Lightning, Cloudkill, Cone of Cold, Fire Shield: Legion's, Fire Shield: Mass, Fireburst: Greater, Flame Strike, Prismatic Ray
6th Level - Mass Cure Moderate Wounds, Heal, Dispel Magic: Greater, Acid Fog, Blade Barrier, Chain Lightning, Disintegrate, Fire Seeds, Otiluke's Freezing Sphere, Tenser's Transformation