White Mage

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    White MageAs a White Mage, the primary role is to use the healing powers to keep a party healthy. However, the WhiteMage can also buff the party to protect them from damage and status effects.

    GAME RULE INFORMATIONWhite Mages have the following game statistics.Abilities: Wisdom determines how powerful a spell a white mage can cast, how hard those spells are to resist,

    and how many additional MP a white mage receives from a high attribute. A high Dexterity score is helpful fora white mage, who typically wears little or no armor, because it provides his with a bonus to Armor Class. Agood Constitution score gives a white mage extra hit points, a resource that he is otherwise very low on.Alignment: Any.Hit Die: d4.

    Class SkillsThe white mages class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), DecipherScript (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).Skill Points at 1 st level: (2 + Int modifier) x 4.Skill Points at Each Additional Level: 2 + Int modifier.

    Table 3-16: The White Mage

    Level BaseAttack BonusFortSave

    ReflexSave

    WillSave Special MP

    SpellLevel

    1s +0 +0 +0 +2 White Magery, Limit Breaks 2 1 s 2n +1 +0 +0 +3 3 1 st 3r +1 +1 +1 +3 5 1 s 4 +2 +1 +1 +4 Bonus Feat 8 2 n 5t +2 +1 +1 +4 White Magery 11 2 n 6t +3 +2 +2 +5 16 3 r 7t +3 +2 +2 +5 21 3 r

    8t +4 +2 +2 +6 Bonus Feat 28 4 t 9t +4 +3 +3 +6 White Magery 35 4 t

    10 t +5 +3 +3 +7 Doublecast (1/day) 44 5 t 11 t +5 +3 +3 +7 53 5 t 12 t +6/+1 +4 +4 +8 Bonus Feat 62 6 t 13 +6/+1 +4 +4 +8 White Magery 73 614 t +7/+2 +4 +4 +9 86 7 t 15 +7/+2 +5 +5 +9 Clear Mind 99 716 +8/+3 +5 +5 +10 Bonus Feat 114 817 t +8/+3 +5 +5 +10 White Magery 129 8 t 18 t +9/+4 +6 +6 +11 1 MP Spell (1/day) 136 9 t 19 t +9/+4 +6 +6 +11 152 9 t 20 t +10/+5 +6 +6 +12 Quad-Cast (1/day), Bonus

    Feat 169 9th

    Class FeaturesAll of the following are class features of the white mage.

    Weapon and Armor Proficiency: White Mages are proficient with the club, sling, and quarterstaff, but notwith any type of armor or shield. Armor of any type interferes with a white mages movements, which cancause her spells with somatic components to fail.

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    Spells: A white mage casts white mage spells which are drawn the white mage spell list.

    To learn or cast a spell, the white mage must have a Wisdom score equal to at least 10 + the spell level (Wis 11for 1 st-level spells, Wis 12 for 2 nd-level spells, and so forth). The Difficulty Class for a saving throw against awhite mages spell is 10 + the spell level + the white mages Wisdom modifier. In addition, a white mage gainsadditional MP for having a high attribute (Wisdom).

    Table 3-17: White Mage Spells KnownLevel 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 219th 4 4 4 4 4 3 3 3 2

    20th 4 4 4 4 4 3 3 3 3

    Limit Breaks (Su): At 1 st level, the white mage receives the Limit Breaks (Healing Wind and Breath of theEarth).

    Healing Wind (Su): This Limit Break causes a cooling wind to ripple through you and your allies within30 feet, healing for 1d4 points of damage per white mage level and providing a Fast Healing 1 and increases by+1 per four white mage levels for 5 rounds.

    Breath of the Earth (Su): This Limit Break causes the earth to rupture partially and releases a warmwind encompassing you and your allies within 30 feet, curing any negative status effects and providing a +2

    morale bonus to saving throws against status effects per four white mage levels for up to 5 rounds.

    White Magery: At 1 st, 5 th, 9 th, 13 th, and 17 th level, a white mage increases her power with her spells. At eachsuch opportunity, she can choose from the list of the following (with a limit of 2 per):

    Increased Healing: This increases any healing spell the white mage casts by 1 extra die of theappropriate type. This allows you to overcome any healing cap a spell might restrict you to.

    Spell Mastery: This increases the DC for all of the white mages spells by 1.

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    Healing Mastery: This increases the white mages caster level by 1 for all spells with a healingdescriptor.

    Spell Penetration: This increases the white mages caster level checks by 1 made to overcome acreatures spell resistance. This stacks with the Spell Penetration feat.

    Bonus Feats: At 4 th, 8 th, 12 th, 16 th, and 20 th level, a white mage gains a bonus feat. At each such opportunity, hecan choose a metamagic feat or an item creation feat. The white mage must still meet all prerequisites for a

    bonus 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 10 th level, once per day, a white mage can take a full-round action to cast two spells. Thewhite mage pays MP for both spells as normal and if a Concentration check is needed, she must check for bothspells. She must also indicate the targets before spells are resolved.

    Clear Mind (Ex): At 15 th level, a white mage can regain her MP quicker. The white mage must be relaxed andmust be free from overt distractions, such as combat raging nearby or other loud noises. The white mage regainsMP equaling her Wisdom modifier per hour.

    1 MP Spell (Su): At 18 th level, once per day, a white mage can reduce the cost of spells to 1 MP. Onceactivated, the following round, any spells the white mage casts only cost 1 MP. This ability ends at the end ofthat round.

    Quad-Cast (Su): At 20 th level, once per day, a white mage can take a full-round action to cast four spells. Thewhite mage pays MP for all four spells as normal and if a Concentration check is needed, she must check for allfour spells. She must also indicate the targets before spells are resolved.