Delver-mage (3.5e Class)

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Delver-mage[edit]

The Delver clan of Crikland lives almost entirely in two stilt-towns above Lake Crikmere. Universally regarded as beggars and thieves of little power, the Delvers conceal from outsiders the minority of them who have a proficiency for magic, which they use to benefit the clan. While it is rare for Delvers to go adventuring, it is not unheard of.

Making a Delver-mage[edit]

Abilities: Intelligence, Charisma and Dexterity are the most important traits, for a quick wit and sharp mind is necessary to learn magic and survive among the Delvers, while ample Dexterity is required to avoid falling in the stilt-loft towns they are from.

Races: Most Delvers are human.

Alignment: Delvers can be any chaotic alignment.

Starting Gold: As Rogue.

Starting Age: Simple.

Table: The Delver-mage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +0 Grace And Guile, Fate With My Wrist, Tell Fortune, Studies I 4 2
2nd +1 +0 +3 +0 I Sense... +1 5 3
3rd +2 +1 +3 +1 Evasion 5 4
4th +3 +1 +4 +1 5 4 2
5th +3 +1 +4 +1 Studies II, Tell Fate 5 4 3
6th +4 +2 +5 +2 5 4 4 2
7th +5 +2 +5 +2 Death At My Fingertips 5 4 4 3
8th +6/+1 +2 +6 +2 5 4 4 4 2
9th +6/+1 +3 +6 +3 I Sense... +2 5 4 4 4 3
10th +7/+2 +3 +7 +3 Studies III 5 4 4 4 4 2
11th +8/+3 +3 +7 +3 Foxglove 5 4 4 4 4 3
12th +9+4 +4 +8 +4 5 4 4 4 4 4 2
13th +9/+4 +4 +8 +4 Wolfsbane 5 4 4 4 4 4 3
14th +10/+5 +4 +9 +4 5 4 4 4 4 4 4 2
15th +11/+6/+1 +5 +9 +5 Studies IV 5 4 4 4 4 4 4 3
16th +12/+7/+2 +5 +10 +5 I Sense... +3 5 4 4 4 4 4 4 4 2
17th +12/+7/+2 +5 +10 +5 Nightshade 5 4 4 4 4 4 4 4 3
18th +13/+8/+3 +6 +11 +6 5 4 4 4 4 4 4 4 4 2
19th +14/+9/+4 +6 +11 +6 Hemlock 5 4 4 4 4 4 4 4 4 3
20th +15/+10/+5 +6 +12 +6 Studies V, I Sense... +4 5 4 4 4 4 4 4 4 4 4

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility & Royalty, and Nature taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

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Class Features[edit]

Delver-mages are gifted tradesmen, merchants, and entertainers. All of the following are class features of the Delver-mage.

Weapon and Armor Proficiency: Delver-mages are proficient with all Simple Weapons, the Whip, The Scythe, The Spiked Chain, The Bolas, and the Net. Delver-mages are not proficient with any type of armor, or shield, and use of either interferes with their abilities and maneuverability.

Spells: Delver-mages cast arcane spells spontaneously, like Sorcerers do. They have an amount of spells per day as listed on the table above, but they know all spells upon the Delver-mage spell list as listed below automatically. Delver-mages can only cast spells that they have an Int score equal to Spell-Level + 10, Delver-magess do not gain bonus spells or spells per day through a high Int. DC saving throw against delver-mage spells are 10 + spell level + Cha modifier.

Delver-mages gain their spells through a long history, and tradition of their vagabond group. Delver-mages choose their spells from the Delver-mage spell list:

0—

1st—

2nd—

3rd—

4th—

5th—

6th—

7th—


8th—

9th—

  • Freedom: Releases creature from imprisonment.
  • Imprisonment: Entombs subject beneath the earth.
  • Mage's Disjunction: Dispels magic, disenchants magic items.
  • Prismatic Sphere: As prismatic wall, but surrounds on all sides.
  • Foresight: “Sixth sense” warns of impending danger.
  • Shades: As shadow conjuration, but up to 8th level and 80% real.

Grace And Guile: A Delver-mage may add his Charisma, or Intelligence modifier (Whichever is higher) as a bonus to his AC, this bonus affects his Touch and Flat-footed AC, but not when he is helpless or loses his dexterity bonus to his AC. This ability functions only while the Delver-mage wears no armor or shield, and carries less than a medium load.

Fate With My Wrist: A Delver-mage gains the Quickdraw feat automatically at 1st level, along with ignoring the penalties associated with using any type of weapon that is properly sized (Or one size category smaller) for him as a Throwing Weapon. He uses his Strength, or Dexterity (Whichever is higher) modifier as an addition to damage done with a thrown weapon or item.

Tell Fortune (Ex): A Delver-mage may use a standard action to gain a +2 luck bonus to his next Attack, Save, or Skill-check. This ability may be used times per day equal to their Intelligence modifier (Minimum 1.)

Studies: At every associated level with this ability listed, the Delver-mage may learn an additional spell from the Wizard/Sorceror spell-list that is not already known by them. This spell must be of a level they are at that level able to cast, but may be from any school of magic. This reflects an intensive study of the spell.

I Sense... (Ex): This ability functions as Trapsense, where the Delver-mage treats his levels in Delver-mage as levels of Rogue.

Evasion (Ex): At 3rd level and higher, a Delver-mage can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Delver-mage is wearing no armor, and is carrying less than a medium load. A helpless Delver-mage does not gain the benefit of evasion.

Tell Fate (Ex): At 5th level, a Delver-mage gains the ability to grant a precognition to the future, this precognition consists of story-elements the DM grants to the Delver-mage in a 'vision'.

Death At My Fingertips (Ex): At 7th level, the Delver-mage becomes quite gifted in the art of throwing weapons, and items. He now gains 1&1/2th of their Strength or Dexterity (Whichever is higher) modifiers to damage with thrown weapons. He also gains the ability to throw weapons one size-category larger than himself.

Foxglove (Ex): At 11th level, the Delver-mage gains the arcane ability as a swift action to coat any weapon with a blade with an Injury Poison that, on a successful attack, deals an extra d6 in damage to anyone it damages on it's next attack.

Wolfsbane (Ex): At 13th level, the Delver-mage gains the arcane ability as a swift action to coat any weapon with a blade with an Injury Poison that, on a successful attack, gains the Silver and Good-aligned traits, bypassing any Damage Reductions associated with them.

Nightshade (Ex): At 17th level, the Delver-mage gains the arcane ability as a swift action to coat any weapon with a blade with an Injury Poison that, on a successful attack, paralyzes for 1d4 rounds.

Hemlock (Ex): At 19th level, the Delver-mage gains the arcane ability as a swift action to coat any weapon with a blade with an Injury Poison that, on a successful attack, requires a Save VS. Death of any enemy not immune to Poison. The DC for this save is 20 + the Delver-mage's Intelligence Modifier.

Epic Delver-mage[edit]

Table: The Epic Delver-mage

Hit Die: d6

Level Special
21st
22nd Bonus Feat
23rd
24th Bonus Feat
25th Studies VI
26th Bonus Feat
27th
28th Bonus Feat
29th
30th Bonus Feat, Studies VII

6 + Int modifier skill points per level.

Bonus Feats: The epic Delver-mage gains a bonus feat (selected from the list of epic feats) every 2 levels after 20th.

Human Delver-mage Starting Package[edit]

Weapons: Daggerx12

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Balance 4 Dex
Jump 4 Str
Intimidate 4 Cha
Swim 4 Str

Feat: Combat Casting

Gear: Delver-mage's Outfit, Bedroll, Flint and Tinder, Trail Rations (3 days), Waterskinx2, Parchmentx3, Ink & Inkpen, Silk Rope 50 ft.

Gold: 27 GP

Campaign Information[edit]

Playing a Delver-mage[edit]

Religion: While Delver-mages venerate all of the gods in the local pantheon to some degree, the only god they consider truly their own is Father Delver.

Other Classes: Delver-mages get along well with Rogues, Fighters, and Bards. A source of endless amusement, and an often friendly attitude. Wizards, and Sorcerors, however, tend to view their version of magic as 'unrefined', and often somewhat insulting. Druids, Paladins, and Clerics often have mixed views on the members of this class, as do Monks.

Combat: Skill-focused, moderate-spell-casting. A ranged attacker at best.

Advancement: Delver-mages who wish to truly embrace the Arcane take levels in Wizard, or Sorceror, or advance into Prestige Classes that enjoy the ability to cast Arcane Spells, and wade into melee.

Delver-mages in the World[edit]

"Into your future I will see, and a destiny foretold, for coins, will be!"
—Thaddeus Darkmoon, Delver-mage of Crikburg

Daily Life: Delver-mages spend much of their day, like all Delvers, stealing either in towns, on the roads or on the lake, and, of course, drinking a beet-based liquor popular among their people.

Organizations: Delver-mages are all members of Clan Delver, and consider themselves part of a large family.

NPC Reactions: There are a mixture of reactions towards a Delver-mage. Intrigue, disgust, happiness, hatred. Some view them as penniless vagabonds, which some are, while others view them as bringers of endless joy, which just as many are.


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