Guile Mage (3.5e Prestige Class)

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Guile Mage[edit]

The sweetest victory, then, does not end with one less enemy. It ends with one more ally.
—Daltan Howler, Human Guile Mage

The seamless amalgamation of silver-tongued guile and arcane magic, the Guile Mage is, at its core, a Sorcerer who has learned to harness his impressive Charisma for more mundane yet no less effective applications. Fusing psychological manipulation, theatrical skill, and a tiny application of magic, the Guile Mage is the ultimate manipulator who can turn a bitter enemy into a stalwart ally using a handful of half-truths and an arcane nudge in the right direction. Indeed, the best of the Guile Mages are so subtle in their workings that few are even aware that they are casting spells at all.

Becoming a Guile Mage[edit]

Entry Requirements
Abilities: Charisma 20.
Skills: Bluff 10 ranks, Diplomacy 5 ranks, Spellcraft 10 ranks.
Feats: Skill Focus: Bluff, Spell Focus: Enchantment.
Spellcasting: Able to cast 5th level arcane spells, including at least six spells from the Enchantment school.
Special: The candidate cannot have Enchantment as a prohibited school.
Table: The Guile Mage

Hit Die: d4

Level B.A.B Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Advanced Learning +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Still Charm, Arcane Cunning +1 +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Uncanny Glamour, Advanced Learning +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Silent Charm, Arcane Cunning +2 +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Swift Diplomacy,

Advanced Learning

+1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 Mind Games,

Arcane Cunning +3

+1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Hidden Charm,

Advanced Learning

+1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 Reverse Psychology,

Arcane Cunning +4

+1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 Sticks & Stones,

Advanced Learning

+1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Guile Magic,

Arcane Cunning +5

+1 level of existing arcane spellcasting class

Class Skills (6 + Int modifier per level)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int).

Class Features[edit]

All of the following are class features of the Guile Mage.

Spells per Day/Spells Known: At each level, the Guile Mage acquires new spells per day (and spells known, if applicable) as if he had gained a level in whatever spellcasting class granted him access to the 5th level spells with which he became a Guile Mage. He does not, however, gain any other benefits that would ordinarily be acquired by a member of that class, such as bonus metamagic or item creation feats.


Advanced Learning (Ex): At 1st level and at every odd level thereafter, the Guile Mage's independent research into their subtle magics allows them to expand their arcane comprehension. They acquire a new spell at each of these levels, which must be drawn from the Enchantment or Illusion school and must be of a level that the Guile Mage can cast.


Still Charm (Su): At 2nd level, all of the Guile Mage's spells from the Enchantment and Illusion schools are treated as though affected by the Still Spell metamagic. This change does not affect the spell level or the casting time.

Arcane Cunning (Su): At 2nd level and at every even level thereafter, the Guile Mage gains a cumulative +1 bonus on all of his Charisma-related ability and skill checks.


Uncanny Glamour (Su): At 3rd level, the Guile Mage becomes more adept at manipulating enemies using minor illusions to make himself a harder target to attack. The Guile Mage adds his Charisma modifier as a circumstance bonus to AC. If an enemy successfully strikes the Guile Mage, they must make a Will Save of DC 10 + Charisma modifier. Success means that enemy is no longer affected by Uncanny Glamour.


Silent Charm (Su): At 4th level, all of the Guile Mage's spells from the Enchantment and Illusion schools are treated as though affected by the Silent Spell metamagic. This change does not affect the spell level or the casting time.


Swift Diplomacy (Ex): At 5th level, the Guile Mage has become more experienced at negotiating with enemies in the midst of tense situations. He can rush his Diplomacy checks without any penalty.


Mind Games (Ex): At 6th level, the Guile Mage has become more skilled at interweaving magic with psychological manipulation. When faced with an intelligent creature that has immunity against mind-affecting effects, the Guile Mage can take a full-round action to attempt an opposed Charisma check against that creature. If he succeeds, the creature becomes vulnerable to his mind-affecting abilities. If he fails, the creature remains immune and cannot be influenced by this ability again for 24 hours. This ability only works against creatures with an Intelligence and Charisma score.


Hidden Charm (Su): At 7th level, the Guile Mage has mastered cloaking his spells from the senses of others. He is capable of casting spells of the Enchantment and Illusion schools without drawing the notice of those around him. When he casts a spell of these schools, he can choose to make a Bluff check. Those around him must make a Sense Motive check exceeding the Guile Mage's Bluff check in order to notice that he cast a spell. If the spell has a noticeable effect, then everyone still notices the effect but is unable to pinpoint the cause or the point of origin.


Reverse Psychology (Ex): At 8th level, the Guile Mage is able to turn even failure into a kind of success. For the purposes of the Guile Mage's Charisma-related ability and skill checks, a roll of Natural 1 is treated as a Natural 20.


Sticks & Stones (Ex): At 9th level, the Guile Mage has mastered the tricks of the trade and is not easily fooled. He gains a passive +10 competence bonus on all Sense Motive checks and he is able to discern lies as per the spell.


Guile Magic (Su): At 10th level, the Guile Mage is capable of effortlessly interweaving his arcane magic into his negotiation skills. As a full-round action, the Guile Mage is able to weave any Enchantment spell he knows into his words while making an opposed Diplomacy check. If the victim fails at this Diplomacy check, they are immediately subjected to the spell's effects, receiving their saving throw (if applicable) at a -6 penalty and spell resistance does not function against that spell. This ability only functions against creatures with an Intelligence and Charisma score.


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