| Post/Author/DateTime | Post |
|---|---|
| Thorax209-22-07, 06:13 PM | Skills 2 + Intelligence Modifier Same skill List as Wizard, plus Bluff HD D6 Level BAB Fortitude Reflex Will Class Features 1 +0 +0 +0 +2 Shadow Damage, Mystic Touch 1/day 2 +1 +0 +0 +3 Wild Magic 3 +1 +1 +1 +3 4 +2 +1 +1 +4 Familiar 5 +2 +1 +1 +4 Energy Resistance 5 6 +3 +2 +2 +5 Dark Specialty 7 +3 +2 +2 +5 Mystic Touch 2/day 8 +4 +2 +2 +6 Black Magic 9 +4 +3 +3 +6 10 +5 +3 +3 +7 Energy Resistance 10 11 +5 +3 +3 +7 12 +6/+1 +4 +4 +8 13 +6/+1 +4 +4 +8 Mystic Touch 3/day 14 +7/+2 +4 +4 +9 15 +7/+2 +5 +5 +9 Energy Resistance 20 16 +8/+3 +5 +5 +10 Elemental Magic 17 +8/+3 +5 +5 +10 18 +9/+4 +6 +6 +11 19 +9/+4 +6 +6 +11 Astral Magic, Mystic Touch 4/day 20 +10/+5 +6 +6 +12 Energy Immunity Weapon and Armor Proficiency: Light Armor, Simple Weapons Shadow Damage: A number of times per day equal to your Intelligence Modifier, you may change the damage type to shadow, which means the spell resistance of the monster is overcome. However, the spell loses 2d12 points of damage. Mystic Touch: A Black Mage can make a ranged touch attack that deals a d4 equal to the Black Mage’s level(Max 10d4). SR applies to this Mystic Touch, as does arcane spell failure. Wild Magic: A Black Mage’s caster level is permanently reduced by 2. However, a Black Mage rolls a d6 and adds it to his caster level for caster level checks, Save DC’s, dispel checks, or any other thing that requires a caster level. Familiar: A Black Mage gains a familiar as a sorcerer or wizard can, treat as 3 levels lower. Energy Resistance: Pick Fire, Cold, Electricity, or Sonic. You gain the resistance towards this energy. At 20th level, you become immune to this energy. Dark Speciality: Choose Force, Shadow, or some other energy type. You gain a +1 bonus to caster level when casting spells with that energy type. Black Magic: A number of times equal to ½ your Intelligence modifier, you can decide that the damage type of your spell is black damage. This damage overcomes damage reduction, spell resistance, and deals an extra 1d10 black damage. This uses 1 spell slot higher. Elemental Magic: Using the energy you chose to be the one you gain resistance to, you effectively gain Energy Substitution with that energy, you add your Intelligence Modifier to the damage with that element, and you get +2 to caster level when using a spell of that element. Astral Magic: at 19th level, 1/day you can choose to make your spell an Astral Spell. This spell overcomes any sort of resistance geared to blocking this spell, even ioun stones and greater spell immunity. This ability also allows you to ad 2 x your Int Modifier to the damage, and Astral Spells need no attack to hit. An Astral spell uses a spell slot 2 levels higher than the slot. Spells per Day Level 1 2 3 4 5 6 7 8 9 1 1 2 1 3 2 1 4 2 1 5 3 2 1 6 3 2 1 7 4 3 2 1 8 4 3 2 1 9 5 4 3 2 1 10 5 4 3 2 1 11 6 5 4 3 2 1 12 6 5 4 3 2 1 13 7 6 5 4 3 2 1 14 7 6 5 4 3 2 1 15 8 7 6 5 4 3 2 1 16 8 7 6 5 4 3 2 1 17 8 8 7 6 5 4 3 2 1 18 8 8 7 6 5 4 3 2 1 19 8 8 8 7 6 5 4 3 2 20 8 8 8 7 6 5 4 3 2 Spells Known A Black Mage can cast all the spells from his spell list that he knows. A Black Mage can cast sorcerer/wizard spells from the Conjuration, Evocation, Necromancy, and Transmutation schools. Black Mage Feats Improved Wild Magic Prerequisites: Wild Magic, Mystic Touch 2d4, Int 13, Bluff 10 Ranks Benefit: You get a +1 bonus on the wild roll to determine your caster level. Greater Wild Magic Prerequisites: Mystic Touch 5d4, Int 16, Bluff 10 Ranks, Improved Wild Magic Benefit: Instead of rolling a d6 for Wild Magic, you roll a d8. This overlaps(does not stack) with Improved Wild Magic Enhanced Black Magic Prerequisites: Black Magic, Int 13, Mystic Touch 8d4 Benefit: Your Black Magic deals an extra 1d12 damage, and doesn’t use up an extra slot. Improved Astral Magic [epic] Prerquisites: Astral Magic, Mystic Touch 10d4, Int 20, Bluff 23 ranks Benefit: Your astral magic does not use up a slot |