Adept Mage (3.5e Class)

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Adept Mage
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Status: <-how close to completion->
Editing: Constructive edits welcome

Adept Mage[edit]

Adept Mages are proficient in three classes of magic chosen by the player, one from each of the types (Arcane, Divine, and Incarnum) making them anything from a magic tank to an efficient healer. Generally, though, it is best to balance the class. For every slot you fill as a Wizard, you may also choose one of the eight schools of magic as a specialty. For example, you could choose Wizard, Wizard, and Bard, choosing the schools of Abjuration and Transmutation in place of a class.

Making an Adept Mage[edit]

Adept Mages are powerful spellcasters that have spent hours upon hours poring over books to become the best mage they can be. Be this for glory, power, philanthropy, or even just for the fun of it, their abilities are unquestionably impressive.

Abilities: Adept Mages are the bridge between the three schools of magic, so rather than rely on Wisdom, Intelligence, and Charisma, an Adept Mage chooses whichever path suits them best. For example, an Adept Mage with low Charisma would have no problem casting Bard spells if they chose to rely on their high Wisdom score instead. However, given that it is virtually impossible to have full knowledge of three types of magic, he or she must choose a favored art and an unfavored art, giving them a +2 (favored) or -2 (unfavored) to any magic roll using that ability score.

Races: Any.

Alignment: Usually evil or good due to the polarizing nature of such a large amount of power.

Starting Gold: 3d12x10 gp (195 gp)

Starting Age: Simple.

Table: The Adept Mage

Hit Die: d4

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 +0 +2 Favored Art, Unfavored Art, Lesser Ward 3 1
2nd +1 +0 +0 +3 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 + 1 +1 +4 4 3 2
5th +2 +1 +1 +4 Bonus Feat 4 3 2 1
6th +3 +2 +2 +5 4 3 3 2
7th +3 +2 +2 +5 Telekinesis 4 4 3 2 1
8th +4 +2 +2 +6 4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
10th +5 +3 +3 +7 Bonus Feat 4 4 4 3 3 2
11th +5 +3 +3 +7 4 4 4 4 3 2 1
12th +6 +4 +4 +8 Light Ray 4 4 4 4 3 3 2
13th +6 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7 +4 +4 +9 4 4 4 4 4 3 3 2
15th +7 +5 +5 +9 Bonus Feat 4 4 4 4 4 4 3 2 1
16th +8 +5 +5 +10 4 4 4 4 4 4 3 3 2
17th +8 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10 +6 +6 +12 Bonus Feat 4 4 4 4 4 4 4 4 4 4

Class Skills (10 + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

Class Features[edit]

All of the following are class features of the Adept Mage

Weapon and Armor Proficiency: The Adept Mage is proficient in no weapons or armor.

Special Abilities: Light Ray: If the player has a glass object, they are able to focus the light around them through the object, concentrating it into a beam that does 3d10 fire damage. Target(s) must make a reflex save greater than 10+1/2 caster's level+your proficient modifier.

Telekinesis


Epic Adept Mage[edit]

Table: The Epic Adept Mage

Hit Die: d8

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

"Sometimes you have to ask yourself, why choose?"
—Ronnie Francis, Metahuman Adept Mage

<-Where characters of this class fit in a d20 world.->

Daily Life: Adept Mages would not seem out of place in a group of other magic users or even ordinary civilians, often wearing robes or street clothes.

Organizations: Adept Mages tend to avoid others of their class, out of paranoia or past experience. On the rare occasions they do meet and share the same outlook, advice may change hands along with an artifact or two.



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