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
Gather Information 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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