Mage

Mages represent the middle tier of innate magic prowess, between a run-of-the-mill spellcaster and a ‘master of magery.’  Not everyone with magical talent pursues the path of the Mage, some choose to focus on more ‘practical applications of skill’ and eschew the more old-timey thoughts that spellcasters can only sling spells.  But those who walk the path of the Mage begin to learn the more advanced elements of magical skill, such as farther reaching and more potent spells.

REQUIREMENTS

To qualify to become a mage, a character must fulfill the following criteria.

  • Minimum Level: 7th
  • Feats: Mage Talent for either Elementalism, Shamanism, or Theurgy.  Magery Training.

GAME RULE INFORMATION

Mages have the following game statistics.

HIT POINTS

At each level, mages gain 1d8 hit points + their Constitution modifier.

HERO POINTS

Mages gain a number of Hero Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

LEVEL BASE ATTACK BONUS CLASS FEATURES
1st +0 Defense bonuses, talent
2nd +1 Mage Technique
3rd +2 Talent
4th +3 Mage Technique
5th +3 Talent
6th +4 Mage Technique
7th +5 Talent
8th +6 Mage Technique
9th +6 Talent
10th +7 Mage Technique

Class Skill: Knowledge (Arcana)

CLASS FEATURES

The following are features of the mage prestige class.

DEFENSE BONUSES

At 1st level, you gain a +3 class bonus to your Fortitude and Will defenses.

TALENTS

At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent can be selected from any Magic talent tree that you qualify for.

MAGE TECHNIQUE

At every even-numbered level (2nd, 4th, 6th, and so on), you select a Mage Technique.