Blue Mage, Acid Sea Variant (3.5e Class)
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 Blue Mage
(THIS PAGE IS STILL IN PROGRESS) The Blue Mage is a very interesting class. They are skillful unarmed warriors who also have spell-like abilities.
 Making a Blue Mage
Abilities: Wisdom is the most important score for a Blue mage, as it powers their Blue Magic and certain class features.
Races: Mertouched Only (ACID SEA CAMPAIGN)
|Saving Throws||Special||Flurry of Blows Attack Bonus||Unarmed Strike Damage||AC Bonus||E.Skill per day|
|1st||+0||+2||+2||+2||Unarmed Strike, Enemy Skill||-||1d6||+0||1+1|
|2nd||+1||+3||+3||+3||Fast Movement, Evasion, Still Mind||-||1d6||+0||2+1|
|3rd||+2||+3||+3||+3||Flurry of Blows||+0/+0||1d6||+0||2+1|
|5th||+3||+4||+4||+4||Purity of Body||+2/+2||1d8||+1||3+1|
|7th||+5||+5||+5||+5||Wholeness of Body||+4/+4||1d8||+1||4+1|
|11th||+8/+3||+8||+8||+8||Diamond Body, Greater Flurry||+8/+8/+8/+3||1d10||+2||5+1|
|14th||+10/+5||+9||+9||+9||Quicken Skill 1/day||+10/+10/+10/+5||2d6||+2||5+1|
|18th||+13/+8/+3||+11||+11||+11||Quicken Skill 2/day||+13/+13/+13/+8/+3||2d8||+3||6+1|
|20th||+15/+10/+5||+12||+12||+12||Summon Water Elemental||+15/+15/+15/+10/+5||2d10||+4||6+1|
Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
 Class Features
Weapon and Armor Proficiency: Blue Mages are proficient with no armor, or shields. Blue Mages are proficient with all simple weapons, as well as the Sai, Kukri, Kama, and Siangham.
AC Bonus (Ex): When unarmored and unencumbered, the Blue Mage adds his Wisdom bonus (if any) to his AC. In addition, a Blue Mage gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. he loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: At 1st level, a Blue Mage gains Improved Unarmed Strike as a bonus feat. A Blue Mage’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Blue Mage may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Blue Mage striking unarmed. A Blue Mage may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a Blue Mage’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A Blue Mage’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A Blue Mage also deals more damage with his unarmed strikes than a normal person would, as shown on the Blue Mage Table.
Enemy Skill (Sp): Enemy skill is the term referring to a Blue Mage's ability to replicate a supernatural ability performed by an enemy (such as a Dragon's breath weapon or a Cleric's Turn/Rebuke Undead). When the blue mage sees an enemy perform an Supernatural ability, He makes a Wisdom Check, modified by his Blue Mage Level. The DC for this check is always 10 + 1/2 the Enemy's HD. If the check is successful the Blue Mage knows how to perform the Supernatural ability. Which Supernatural abilities can be learned are left up to the discretion of the DM.
Once the Blue mage Learns a technique, He adds it to his list permanently, and can cast it at any time as a Spell-Like ability. All Enemy Skills take as much time to cast as the original creature would have needed to use them. A Blue mage's Maximum Enemy Skills known is 3 + Blue Mage level + character's Wis Modifier. The Blue mage can use his Enemy Skills a number of times per day equal to the number shown in the Blue Mage chart. The +1 in the chart refers to the Blue Mage's ability to use their class-given Enemy Skills one extra time. So, if a Blue mage's Skills per day was 4+1, he then he can use any of his Enemy Skills up to 4, but even if he has exhausted them, he can still use one of his Class-awarded Enemy Skills.
The Blue mage begins play with the Create Water Skill. He then receives Feather Fall as a skill at Level 6 and Dimension Door at level 12, as well as Summon Water Elemental at level 20.
The Damage Dice for any Given Enemy Skill is the same as when it was used on the Blue mage himself. When Executing an Enemy Skill, the Skill has the range that it would have if the creature in question was using it. Therefore if the supernatural ability requires a successful melee attack, the Blue Mage must deliver one for the Ability to take effect. The Blue mage cannot change the range or effect of an Enemy Skill. The DC of an Enemy Skill is either 10 + 1/2 Blue Mage level + Character's Wisdom Modifier, or whatever the original DC was, whichever is higher.
- if The party is starting above level one, Previously added Enemy Skills should be discussed between the DM and Player.
Fast Movement: At Second Level, a Blue mage gains a +10 enhancement to his speed.
Still Mind: A Blue mage of Second level or higher gains +2 bonus on saving throws to resist the school of enchantment.
Evasion: At 2nd level or higher if a Blue Mage 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 a Blue Mage is wearing light armor or no armor. A helpless Blue Mage does not gain the benefit of evasion.
Flurry of Blows: When unarmored, a Blue Mage may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Blue Mage. This penalty applies for 1 round, so it also affects attacks of opportunity the Blue Mage might make before her next action. When a Blue Mage reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A Blue Mage must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a Blue Mage may attack only with unarmed strikes or with special Blue Mage weapons (kama, Kukri, sap, sai, and siangham). he may attack with unarmed strikes and special Blue Mage weapons interchangeably as desired. When using weapons as part of a flurry of blows, a Blue Mage applies his Strength bonus (not Str bonus × 1½ or ×½) to his damage rolls for all successful attacks, whether he wields a weapon in one or both hands. The Blue Mage can’t use any weapon other than a special Blue Mage weapon as part of a flurry of blows.
Greater Flurry When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Skill focus: As the Feat, Skill Focus. He gains this bonus feat at 4th, 8th, 10th, 12th, 16th and 19th levels.
Purity of Body (Ex): At 5th level, a Blue Mage gains immunity to all diseases except for supernatural and magical diseases.
Wholeness of Body (Su): At 7th level or higher, a Blue Mage can heal his own wounds. He can heal a number of hit points of damage equal to twice his current Blue Mage level each day, and he can spread this healing out among several uses.
Improved Evasion (Ex): At 9th level, a Blue Mage’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Blue Mage does not gain the benefit of improved evasion.
Diamond Body (Su): At 11th level, a Blue Mage gains immunity to poisons of all kinds.
Diamond Soul (Ex): At 13th level, a Blue Mage gains spell resistance equal to his current Blue Mage level + 10. In order to affect the Blue Mage with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Blue Mage’s spell resistance.
Quicken Skill (Su): At 14th level, a Blue Mage can choose to use one Enemy skill per day as though it were a Quickened spell. Using this E.Skill counts normally against the Blue Mage's E.Skill/day. This increases to twice a day at 18th Level.
Quivering Palm (Su): Starting at 15th level, a Blue Mage can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once a week, and he must announce his intent before making his attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the Blue Mage strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the Blue Mage can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the Blue Mage merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the Blue Mage’s level + the Blue Mage’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Timeless Body (Ex): Upon attaining 17th level, a Blue Mage no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the Blue Mage still dies of old age when her time is up.
 Ex-<-pluralized class name->
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Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
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Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
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Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
 Campaign Information
 Playing a <-class name->
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->.
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|“||<-Some quote from a character of this class->||”|
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Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
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Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
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 <-pluralized class name-> in the Game
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Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.