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Black Mage

Black Mages are powerful sorcerers that use their magical abilities to attack enemies through direct damage spells and enfeebling magic. Although physically weak, their potential for destruction per spell is far greater than any melee fighters single attack.

GAME RULE INFORMATION


Black Mages have the following game statistics. Abilities: Intelligence determines how powerful a spell a black mage can cast, how hard those spells are to resist, and how many additional MP a black mage receives from a high attribute. A high Dexterity score is helpful 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 low on. Alignment: Any. Hit Die: d4. Table 3-7: The Black Mage Base Fort Level Attack Save Bonus 1st +0 +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Reflex Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special Black Magery, Limit Breaks

MP 2 3 5 8 11 16 21 28 35 44 53 62 73 86 99 114 129 136 152 169

Spell Level 1st 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th

Bonus Feat Black Magery

Bonus Feat Black Magery Doublecast (1/day) Bonus Feat Black Magery Clear Mind Bonus Feat Black Magery 1 MP Spell (1/day) Quad-Cast (1/day), Bonus Feat

Class Skills
The 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 1st level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. Class Features All of the following are class features of the black mage.

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 interfer es with a black mages movements, which can cause 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 a black 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 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 13th 4 4 4 3 3 14th 4 4 4 3 3 15th 4 4 4 3 3 16th 4 4 4 4 3 17th 4 4 4 4 3 18th 4 4 4 4 3 19th 4 4 4 4 4 20th 4 4 4 4 4

6th 2 2 3 3 3 3 3 3 3

7th 2 2 3 3 3 3 3

8th 2 2 3 3 3

9th 2 2 3

Limit Breaks (Su): At 1st level, 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 1 extra 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 of 5 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 17th level, 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.

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 a creatures spell resistance. This stacks with the Spell Penetration feat. Bonus Feats: At 4th, 8th, 12th, 16th, and 20th level, 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 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 10th level, 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 both spells. 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 and must be free from overt distractions, such as combat raging nearby or other loud noises. The black mage regains MP equaling his Intelligence modifier per hour. 1 MP Spell (Su): At 18th level, 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 of that round. Quad-Cast (Su): At 20th level, 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 all four spells. He must also indicate the targets before spells are resolved. as normal.

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