Chi Mage (3.5e Class)
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|Editing:||recommendations and spelling|
 Chi Mage
Hailing from the Eastern world they bring strange magicks with them.
 Making a Chi Mage
Strong points- Less chance for casting interruption, access to a wide variety of magics, mundane and unique.
Weak points- Restricted to cloth armor, basic melee weapons, and low hit points
Group work- Mainly a class that stays away from the in order to do the most damage but are not completely inept at martial combat.
Abilities: Cast spells from inscribed talismans and runes that require no somatic components.
Races: Any race may be a Chi Mage but elves, humans, half-elves, and gnomes are more likely due to their affinity of the arcane.
Starting Gold: starting gold- 20 g
Starting Age: Moderate.
|Saving Throws||Special||Spells per Day|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Chi Mage.
Weapon and Armor Proficiency: Chi Mages are proficient with 3 simple weapons of the player's choosing. Chi Mages are not proficient with any type of armor.
Summon Familiar: At 10th level a Chi Mage gains a companion of the following list (certain animals have been replaced as noted);
White Tiger- +3 on move silently checks (cat)
Small Lung Dragon- +3 on appraise checks and can speak one language as special ability (raven)
Cobra- +3 on bluff checks (snake)
Baboon- +3 on climb checks (lizard)
Eagle- +3 on spot checks in bright light (hawk)
Wolf- +3 on listen checks (Bat)
Ape- +3 hit points (toad)
Weasel- +2 bonus on Reflex saves
Rat- +2 bonus on Fortitude saves
Owl- +3 bonus on Spot checks in shadows
Glyphs: At every 3rd level a Chi Mage gains the knowledge of a glyph. Glyphs is an ability that has to either be tattooed on the body of the Chi Mage or imprinted into his aura. Each glyph learned can be used once a day. The glyphs fall in one of three categories: Offensive, Defensive, and Supportive. (Glyph power description after spells)
Offensive: Howling Blast, Magi's Needle, Forceful Push, Blade Barrage,
Defensive: Freeze, Absolute Barrier, Overload, Auric Armor, Slumber,
Supportive: Switch, Deceptive Disappearance, Temporary Enchantment, Collective,
Talisman: All Glyphs can be written onto a talisman paper but it gives up the use of the Glyph for the day
Spells: From Wizard/Sorcerer spell list Plus Glyph of Warding at 4th level.
Glyph Description: Howling Blast- a cylinder 5 ft in diameter extending to 30 ft away. all creatures caught in the Blast are deafened and are dealt 1d4/2 levels max of 5d4 of slashing damage by a razor thin magical blades.
Magi's Needle- a needle of solidified energy deals 1d4/3levels max of 3d4 of piercing damage.
Forceful Push- blast of magic energies throws a medium creature 10 ft in the direction of the blast dealing 1d6 of blunt damage.
Blade Barrage- moving a bladed weapon in an arc in front of the caster cause a trail of magical blades to be left in its wake that rush forward and damages any creature in the path of a blade (blade moves until it strike something in a linear path), deals 1d6 of piercing damage.
Freeze- causes all enemy creature in a 50 ft burst to be stuck in motion, creature with more then 100hd are unaffected, last 1 min/4 levels.
Absolute Barrier- creates circle 10ft in diameter that block all incoming harmful effects for 1 min/3 levels. Negated by Disintegration, Sphere of Annihilation, and other destruction spells
Overload- by sending a jolt of auric energy into a touched creature and overloading all of it's senses knocking it unconscious for 5 min.
Auric Armor- solidifies the casters aura into full plate armor lasting 1 min/4 levels.
Slumber- forces creature in a 20 ft to falling into a deep sleep that lasts 1 min/level, creature with more then 100hd are not affected.
Switch- swaps the position of 2 creatures.
Deceptive Disappearance- relocates all allies in 100ft to a spot up to 10 miles away, when cast all allies seems to disintegrate even leaving behind piles of dust amounting the person.
Temporary Enchantment- enchants a weapon with an enchant you are able to imbue, lasts 1 round/level.
Collective- joins allies minds, allowing for all to speak telepathically, to increase resistance to illusion spells and affects by +5, allowing for a collective healing of sorts by the sharing of the life force: can heal 10/2-levels points of damage, and boosting moral; last 2 min/level.
|21st||Advanced Glyph Knowledge|
|24th||Advanced Glyph Knowledge, Bonus Feat|
|27th||Advanced Glyph Knowledge|
|30th||Advanced Glyph Knowledge, Bonus Feat|
2 + Int modifier skill points per level.
Advanced Glyph Knowledge: Pick one of the glyph you can invoke, you can use it an extra time per day
Perfected Writing: Cost of creating a scroll is reduced to 1/4 of the normal cost
Bonus Feats: The epic Chi Mage gains a bonus feat every 2 levels after 20th.
Epic Chi Mage Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the wizard may select any item creation feat or metamagic feat not listed here.
 Campaign Information
 Playing a Chi Mage
Religion: Chi Mages, like wizard don't do much in terms of faith but one that they would worship are as listed: Boccob, Wee Jas, Nerull, and Saint Cuthbert .
Other Classes: Paladin, Fighters, and Barbarians are a Chi Mages best friend as they are able to keep the fight away from him. The Monk a Chi Mage is able to find companionship with as they both use an inner power to fight. Sorcerers, Wizard, and Bard are always Friendly with as they are all of the arcane casting class, albeit they find the Bard's roundness perplexing. Druids peak the most curiosity of a Chi Mage by the fact that they are so in tune with the world. Chi Mages aren't the most comfortable around Rouges as they tend to be shady. Clerics and Chi Mage are also capable of getting along well as long as the Cleric isn't overbearing in their ways
Combat: Having the Glyphs that only require a thought to activate also a Chi Mage to fight and cast but those are limited. Generally they will stay being a class that can take damage better and enter a fight to intervene.
Advancement: Chi Mages are able to fight but now with the proficiency of the Fighter so Chi Mages maybe multiclass as a Fighter
 Chi Mages in the World
|“||When they found me I was nearly consumed by the raw magicks. But now I know the powers of the arcane and mystic.||”|
|—Treskan Golden-eye, Elf Sorcerer 1/Chi Mage 5|
Daily Life: Chi Mages tend to live near on mountains were they can cultivate they abilities without interruption and find the balance in themselves.
Notables: Treskan Golden-eye and 2 of his fellow Chi Mages had come down from the mountains and happened a crossed a small village under attack by a band of hobgoblins. Treskan and his fellow defend the villagers and healed most of the villagers with the powers. After tending to the wonders the monk like magic left and enigmatically as they came.
Organizations: Most Chi Mages live in mountains areas that are isolated from most civilizations as to you practice their art undisturbed. They either live alone or in temples. The Chi Mages eldest member tends to be the ones that lead the group.
NPC Reactions: Most of the time npc mistake Chi Mages for Monks for their humble and homely appearance or Wizards with robes and arcane devices about them. Which suits the Chi Mages fine as they have no want for overt attention.
 Chi Mage Lore
Characters with ranks in gather information can research Chi Mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Chi Mages seem like Wizards but are very different.|
|10||Some have been seen with many markings on their person.|
|15||Can cast a unique spells.|
|20||They use glyphs to cast abilities that is powered by their aura.|
 Chi Mage in the Game
Chi Mages are well disciplined no matter what alignment they are. Good aligned Chi Mages are always willing to lend a hand and are very cheerful people. Though they may avoid fighting unnecessarily they do enjoy a good fight. Neutral Chi Mages are more prone be somewhat stoic and tend to be the observers then the actors. Evil aligned Chi Mages are the cold, calculating ones that are the strategist or military leaders.
Adaptation: Chi Focused. By sacrificing a nearly all of the arcane spells a Chi Mage may attain more prowess with the Chi Magicks. By only having access to cantrips a Chi Mage may attain all of the Glyphs and can use each one up to 10 times a day. As well as access to more Chi Magicks.
Chi Focused Mage Glyphs: Summon (supportive)- Summons the highest ranks of your alignments for 1 hour, good or evil sub-types. i.e. Archons, Angels, Demons. Because of the power it holds this Glyph can only be used once every month
Sample Encounter: NPC Chi Mages would be the ones that take in weary travels, give directions, give a quest, or a major boss.