Ionian Elemental Mage (Pathfinder Class)

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Ionian Elemental Mage[edit]

<-general description->.

Making a Ionian Elemental Mage[edit]

Strong points and weak points, and effectiveness with party members.

Abilities: Charisma is needed for maintaining their relationship with their spirit.

Races: Beastkin and other races with deep connections to the elements.

Alignment: Any usually Neutral.

Starting Gold: 3d6x10 gp).

Starting Age: Complex.

Table:Ionian Elemental Mage

Hit Die: d8

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +0 +2 <-Cost, spirit, Element,->
2nd +1 +0 +0 +3 <-Mage Talent->
3rd +2 +1 +1 +3 <-Elemenental Body->
4th +3 +1 +1 +4 <-Mage Talent->
5th +3 +1 +1 +4 <-Elemenental Defense ->
6th +4 +2 +2 +5 <-Mage Talent->
7th +5 +2 +2 +5 <-Elemenental Movement ->
8th +6/+1 +2 +2 +6 <-Mage Talent->
9th +6/+1 +3 +3 +6 <-Elemenental Enhancement ->
10th +7/+2 +3 +3 +7 <-Advanced Mage Talent->
11th +8/+3 +3 +3 +7 <-Improved Elemental Body->
12th +9/+4 +4 +4 +8 <-Advanced Mage Talent->
13th +9/+4 +4 +4 +8 <-Improved Elemental Defense ->
14th +10/+5 +4 +4 +9 <-Advanced Mage Talent->
15th +11/+6/+1 +5 +5 +9 <-Improved Elemental Movement ->
16th +12/+7/+2 +5 +5 +10 <-Advanced Mage Talent->
17th +12/+7/+2 +5 +5 +10 <-Improved Elemental Enhancement ->
18th +13/+8/+3 +6 +6 +11 <-Advant Mage Talent->
19th +14/+9/+4 +6 +6 +11 <-Elemenental Archon ->
20th +15/+10/+5 +6 +6 +12 <-Master Mage Talent, Primajinn->

Class Skills (4 + Int modifier per level)
<-class skills Acrobatics (Dex) Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis) Intimidate (Cha), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).->.

Class Features[edit]

All of the following are class features of the Ionian Elemental Mage

Weapon and Armor Proficiency: Simple Weapon, Martial Weapons, Light Armor, Medium Armor, And Shields.(Except Tower Shields).

<-Cost->: The Ionian Elemental Mage has a pool of Cost equivalent to their Charisma Score Multiplied by Their Level in this class, This pool can be spent on most class abilities unless otherwise stated and is open to deals with dungeon masters on personal sacrifices to increase the cost pool

'<-Spirit->:' The Mage must make a pact with a Spirit, utilize either Familiar or Animal Companion List. They cannot Cast Without their Spirit, If their Spirit dies They can Undergo a ritual Costing 100gp per Character level in incense and as many days to gain Another

Table:Spirit Companion

Hit Die: d6

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +2 +2 <-Incorporeal, Magic Source, Deflection +0, Bonus Cha/Int +0.->
2nd +1 +0 +3 +3 <-Evasion, Deflection +2, Bonus Cha/Int +1->
3rd +1 +1 +3 +3 <-Empathic Link, Deflection +2, Bonus Cha/Int +1->
4th +2 +1 +4 +4 <-Deflection +2, Bonus Cha/Int +1->
5th +3 +1 +4 +4 <-Deflection +4, Bonus Cha/Int +2, Ability Score Increase->
6th +3 +2 +5 +5 <-Deflection +4, Bonus Cha/Int +2->
7th +3 +2 +5 +5 <-Deflection +6, Bonus Cha/Int +2->
8th +4 +2 +6 +6 <-Deflection +6, Bonus Cha/Int +3->
9th +4 +3 +6 +6 <-Deflection +6, Bonus Cha/Int +3, Incorporeal flight->
10th +5 +3 +7 +7 <-Deflection +8, Bonus Cha/Int +4, Ability Score Increase->
11th +5 +3 +7 +7 <-Deflection +8, Bonus Cha/Int +4->
12th +6/+1 +4 +8 +8 <-Deflection +10, Bonus Cha/Int +5->
13th +6/+1 +4 +8 +8 <-Deflection +10, Bonus Cha/Int +5, Speak With Master->
14th +7/+2 +4 +9 +9 <-Deflection +10, Bonus Cha/Int +5->
15th +7/+2 +5 +9 +9 <-Deflection +12, Bonus Cha/Int +6, Ability Score Increase->
16th +8/+3 +5 +10 +10 <-Deflection +12, Bonus Cha/Int +6->
17th +8/+3 +5 +10 +10 <-Deflection +14, Bonus Cha/Int +7->
18th +9/+4 +6 +11 +11 <-Deflection +14, Bonus Cha/Int +7->
19th +9/+4 +6 +11 +11 <-Deflection +14, Bonus Cha/Int +7->
20th +10/+5 +6 +12 +12 <-Deflection +16, Bonus Cha/Int +8, Ability Score Increase, Share Burden->

Incorporeal: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

Magic Scource: The Spirit is the source of an ionian mages magic and can choose weather or not to grant its power to its Companion

Evasion: A Spirit can avoid even magical and unusual attacks with great agility. If They makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, They instead takes no damage. Evasion can be used only if the Spirit is wearing light armor or no armor. A helpless Spirit does not gain the benefit of evasion.

Empathic Link: Empathic Link (Su): The mage has an empathic link with his Spirit to a 1 mile distance. The mage can communicate empathically with the Spirit, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The mage has the same connection to an item or place that his Spirit does. If the Spirit is Beyond 100 ft, the mage loses their Spellcasting

Incorporeal Flight: it has a fly speed of 40 feet (good).

Speak With Companion: If the mage is 13th level or higher, a familiar and the mage can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Share Burden: The mage and their spirit become so close they may add the spirits Charisma Score to the mages for the Purpose of calculating the Cost Pool


Element: The Mage must choose their Permanent Elemental Path, Including What They can Manipulate, Fire, Water, Air, Earth, Metal, And Wood are the Main Elemental Choices And Cannot be Changed after selection. The Basic Manipulation of 1 Cost May move 1 cubic ft Per Point Spent of material 10ft per point spent( to increase size and distance bust be spent seperately, Here's an easy table of base Damages Per cost 1=1d3 2=1d4 3=1d6 5=1d8 10=2d6 15=3d6 20=4d6 25=6d6

Mage Talent: At Second level and every two levels Thereafter the Mage may choose a talent so long as their chosen element doesn't restrict it from the List Below (will be adding these for some time)








<-class feature->: <-class feature game rule information->

Ex-(Chosen element)Mages[edit]


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