Monday, November 10, 2014

d20 Rifts - Learned Mage

Now that we know how to cast spells, we need some mages to do the casting. There are two base classes for mages. Today is the Learned Mage. A Learned Mage concentrates on control of the energies, and on the breadth of their spell list.

Learned Mage

This is a base class.
The learned mage is the primary practitioner of the mystic arts.  He is able to use the vast amount of energy stored in the ley lines, and in each of us, to produce staggering effects.  This class is distinguished from the wild mage, in that they are always in control of their ability, and progress with slow and steady movement towards their ultimate goal of dominance over the natural world.
            Abilities:  The primary ability for a learned mage is Intelligence, which governs most aspects of their abilities. 
            Vitality:  1d8 plus Con modifier per level.

Class Skills
            The learned mage’s class skills and the key abilities are listed below:

Class Skill                   Key Ability
Appraise                      Int
Bluff                           Cha
Bureaucracy                Cha
Computers                   Int
Concentration             Wis
Craft                            Wis
Cryptography              Int
Cultures                       Wis
First Aid                      Wis
Gather Information     Wis
Hobby                         Wis
Innuendo                     Wis
Intimidate                   Str/Cha
Knowledge                 Int
Languages                   Wis
Listen                          Wis
Profession                   Wis
Read Lips                    Int
Search                         Int
Sense Motive              Wis
Sleight of Hand          Dex
Spot                             Wis
Surveillance                 Wis
Survival                       Wis
Swim                           Str

Skill Points at 1st Level: (8 + Int modifier) × 4.
Skill Points at Each Additional Level: 8 + Int modifier.

Class Features
            The following are class features of the learned mage.

            Starting Feats: At 1st level, the learned mage gains the following feats.
                        Armor Proficiency (Light)
                        Weapon Group Proficiency (Melee)
                        Weapon Group Proficiency (Hurled)
                        Weapon Group Proficiency (Rifle)

            Casting Class:  Levels in this class add to your casting level.

            Classical Education:  Whenever the learned mage spends an action die on a Knowledge check, he may reroll any 1s.  This is the learned mage’s core ability.

            Tapping the Vein:  Mages of every stripe use PPE to power their spells.  PPE can be drawn from a number of sources.  Personal reserves are always available.  At first level, the learned mage can choose a second source from which he can draw power.  The sources are:  ley lines, other people, fetishes.  The learned mage can choose another source at 10th and 20th level.
            The personal reserves of the learned mage are also impressive.  In addition to his standard racial PPE pool, the learned mage gains 2 PPE per class level, plus an additional 10 PPE at 1st level.  At 10th level, this increases to 5 PPE per class level.  At 20th level, it increases again to 10 PPE per class level.
            Finally, the learned mage gains the ability to cast spells.

            Hidden Knowledge:  Learned mages are not only masters of the arcane arts, but repositories of other knowledge as well.  Beginning at second level, the learned mage gains an additional skill point per level.  This skill point must be used to increase a Knowledge skill, and cannot be used to increase the skill beyond the normal maximums.
            In addition, at second level the learned mage gains the Scholarly feat.  He must meet all the prerequisites before gaining any benefit from it.  At 11th level, he gains the Advanced Skill Mastery - Scholarly feat.  At 19th level, he gains the Grand Skill Mastery – Scholarly feat.  If the learned mage already has the feat in question, he gains the next higher level of mastery.  All feats gained from Hidden Knowledge are considered mystic feats.

            Bonus Spell:  The learned mage is constantly searching and researching.  Frequently, new information will come to them from any number of sources.  Old information will suddenly make sense.  Beginning at 3rd level, the learned mage may choose any one spell to add to his grimoire.  He may add an additional spell at 5th level, and every 2 levels thereafter.

            Bonus Feat:  Beginning at 4th level, and every 4 levels thereafter, the learned mage may select an additional feat from either the mystic or advanced skill trees.

            Mystic Brotherhood:  It is true that not all mages like one another.  However, they do often realize that it is in the best interests of all to assist one another.  Beginning at 6th level, the learned mage may make favor checks as normal, by calling on the local magical community.  At 12th level, the learned mage may add the number of mystic feats he possesses to any favor check using the Mystic Brotherhood.  At 18th level, the learned mage may opt to use his caster level instead of his agent level for determining the outcome of the favor check.

            Personal Library:  One of the things that the learned mage loves above all else is knowledge.  He will hoard scraps of documents and obscure texts, even if he has no use for them, or time to read them.  At 9th level, the learned mage may spend one hour with his personal library to make any Knowledge check as if trained.  At 15th level, this research also allows him to add one-half his ranks in Knowledge (Spellcraft) to any other Knowledge  or education check.

            Immovable Object:  Once per session, the learned mage can focus his energies, and ignore his environment.  The learned mage will automatically succeed at any Concentration check to cast a spell caused by interruption, damage, or environmental concerns.  Further, he is not hampered in his spell casting by any condition, so long as he is still able to speak (e.g., drunk or bound have no effect, but paralyzed or mute still prevent casting).

1~ Tapping the Vein, Classical Education
2~ Hidden Knowledge
3~ Bonus Spell
4~ Bonus Feat
5~ Bonus Spell
6~ Mystic Brotherhood
7~ Bonus Spell
8~ Bonus Feat
9~ Bonus Spell, Personal Library
10~ Tapping the Vein
11~ Hidden Knowledge, Bonus Spell
12~ Bonus Feat, Mystic Brotherhood
13~ Bonus Spell
14~ Immovable Object
15~ Bonus Spell, Personal Library
16~ Bonus Feat
17~ Bonus Spell
18~ Mystic Brotherhood
19~ Hidden Knowledge, Bonus Spell

20~ Bonus Feat, Tapping the Vein

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