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8/13/2019 Black Mage
1/3
Black MageBlack Mages are powerful sorcerers that use their magical abilities to attack enemies through direct damagespells and enfeebling magic. Although physically weak, their potential for destruction per spell is far greater
than any melee fighters single attack.
GAME RULE INFORMATIONBlack Mages have the following game statistics.
Abilities:Intelligence determines how powerful a spell a black mage can cast, how hard those spells are toresist, and how many additional MP a black mage receives from a high attribute. A high Dexterity score ishelpful for a black mage, who typically wears little or no armor, because it provides his with a bonus to Armor
Class. A good Constitution score gives a black mage extra hit points, a resource that he is otherwise very lowon.
Alignment:Any.Hit Die:d4.
Table 3-7: The Black Mage
Level
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
SaveSpecial MP
Spell
Level
1st +0 +0 +0 +2 Black Magery, Limit
Breaks2 1
st
2n
+1 +0 +0 +3 3 1s
3r
+1 +1 +1 +3 5 1st
4 +2 +1 +1 +4 Bonus Feat 8 2n
5t
+2 +1 +1 +4 Black Magery 11 2n
6t
+3 +2 +2 +5 16 3r
7t
+3 +2 +2 +5 21 3r
8t
+4 +2 +2 +6 Bonus Feat 28 4t
9t
+4 +3 +3 +6 Black Magery 35 4t
10t
+5 +3 +3 +7 Doublecast (1/day) 44 5t
11t +5 +3 +3 +7 53 5t
12t +6/+1 +4 +4 +8 Bonus Feat 62 6t
13t
+6/+1 +4 +4 +8 Black Magery 73 6t
14 +7/+2 +4 +4 +9 86 7
15t +7/+2 +5 +5 +9 Clear Mind 99 7t
16 +8/+3 +5 +5 +10 Bonus Feat 114 8
17 +8/+3 +5 +5 +10 Black Magery 129 8
18t
+9/+4 +6 +6 +11 1 MP Spell (1/day) 136 9t
19t +9/+4 +6 +6 +11 152 9t
20t
+10/+5 +6 +6 +12 Quad-Cast (1/day), Bonus
Feat 169 9th
Class SkillsThe black mages class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher
Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1stlevel:(2 + Int modifier) x 4.
Skill Points at Each Additional Level:2 + Int modifier.
Class FeaturesAll of the following are class features of the black mage.
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Weapon and Armor Proficiency: Black Mages are proficient with the dagger, sling, and quarterstaff, but not
with any type of armor or shield. Armor of any type interferes with a black mages movements, which cancause his spells with somatic components to fail.
Spells: A black mage casts black mage spells which are drawn the black mage spell list.
To learn or cast a spell, the black mage must have an Intelligence score equal to at least 10 + the spell level (Int
11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against ablack mages spell is 10 + the spell level + the black mages Intelligence modifier. In addition, a black mage
gains additional MP for having a high attribute (Intelligence).
Table 3-8: Black Mage Spells Known
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2
2nd 2
3rd 2
4th 3 2
5th 3 2
6th 3 3 2 7th 4 3 2
8th 4 3 3 2
9th 4 3 3 2
10th 4 4 3 3 2
11th 4 4 3 3 2
12th 4 4 3 3 3 2
13th 4 4 4 3 3 2
14th 4 4 4 3 3 3 2
15th 4 4 4 3 3 3 2
16th 4 4 4 4 3 3 3 2 17th 4 4 4 4 3 3 3 2
18th 4 4 4 4 3 3 3 3 2
19th 4 4 4 4 4 3 3 3 2
20th 4 4 4 4 4 3 3 3 3
Limit Breaks (Su):At 1stlevel, the black mage receives the Limit Breaks (Overchannel and MP Shield).
Overchannel (Su):This Limit Break allows the black mage to spend additional MP on any spell(s) for
the next 5 rounds up to twice his class level. Each additional MP spent can be used to increase damage by 1extra die, increase save DC by 1, or increase duration by 5 rounds (if the spell has a duration of 1 round or
more). This Limit Break allows the black mage to spend more MP than he can normally spend.
MP Shield (Su):This Limit Break shields the black mage from damage by using his MP pool at a rate of5 damage per magic point. This Limit Break lasts for 5 rounds and the black mage has no control over it. If the
black mage is out of MP, the Limit Break ends prematurely and the black mage takes damage as normal.
Black Magery: At 1st, 5th, 9th, 13th, and 17thlevel, a black mage increases his power with his spells. At each
such opportunity, he can choose from the list of the following (with a limit of 2 per):
Increased Damage:This increases any damage spell the black mage casts by 1 extra die of the
appropriate type. This allows you to overcome any damage cap a spell might restrict you to.
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Spell Mastery:This increases the DC for all of the black mages spells by 1.
Elemental Mastery:This increases the black mages caster level by 1 for all spells with an elemental
descriptor.
Spell Penetration:This increases the black mages caster level checks by 1 made to overcome acreatures spell resistance. This stacks with the Spell Penetration feat.
Bonus Feats:At 4th, 8
th, 12
th, 16
th, and 20
thlevel, a black mage gains a bonus feat. At each such opportunity, he
can choose a metamagic feat or an item creation feat. The black mage must still meet all prerequisites for abonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets every three levels.
Doublecast (Su):At 10thlevel, once per day, a black mage can take a full-round action to cast two spells. The
black mage pays MP for both spells as normal and if a Concentration check is needed, he must check for bothspells. He must also indicate the targets before spells are resolved.
Clear Mind (Ex):At 15th
level, a black mage can regain his MP quicker. The black mage must be relaxed andmust be free from overt distractions, such as combat raging nearby or other loud noises. The black mage regainsMP equaling his Intelligence modifier per hour.
1 MP Spell (Su):At 18thlevel, once per day, a black mage can reduce the cost of spells to 1 MP. Once
activated, the following round, any spells the black mage casts only cost 1 MP. This ability ends at the end ofthat round.
Quad-Cast (Su):At 20thlevel, once per day, a black mage can take a full-round action to cast four spells. The
black mage pays MP for all four spells as normal and if a Concentration check is needed, he must check for allfour spells. He must also indicate the targets before spells are resolved.
as normal.