Auger Mage (3.5e Class)

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Auger Mage[edit]

Auger Mages are fringe wizards. They have attuned their magical abilities in to a fine craft, almost like a bard and his instrument. Auger Mages specialize in the use of wand like tools called an Auger, so much so that they can only channel their magics through Augers.

Making an Auger Mage[edit]

An Auger Mage is a very versatile caster, with the ability to wear Light Armors, and cast spells with out components, an Auger Mage can be a very dangerous combatant to cross. An Auger Mage has the ability to pour all of their arcane potential in to the Auger. Once this is done, an Auger Mage may cast any spell they know, no matter the level, until the Augers power has been depleted.

Example:[edit]

Fudd is a 3rd level Auger Mage. This gives him, 4 0th level delving slots, 2 1st level delving slots, and 1 2nd level delving slots. Giving him a total of 7 Delving Slots total. He cannot cast higher than 2nd level spells (even if he has 3rd or higher level spells in his spell book), but he could use all 7 slots for 2nd level spells if he chooses to, or any combination that suits his needs.

Abilities: Intelligence is the most important attribute for an Auger Mage because that means they can store more spells in their Augers. Constitution is also important so that they can have more Hit points. Dexterity is a good stat as well, so that they have a higher Armor Class (AC).

Races: Any.

Alignment: Any.

Starting Gold: 6d10×10 gp (400 gp).

Starting Age: "As wizard".

Table: The Auger Mage

Hit Die: d6

Level Base
Attack Bonus
Auger Base
Attack Bonus
Saving Throws Special Delving Slots per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +1 +0 +0 +2 Summon Familiar, Craft Auger 3 1
2nd +1 +2 +0 +0 +3 4 2
3rd +1 +3 +1 +1 +3 4 2 1
4th +2 +4 +1 +1 +4 4 3 2
5th +2 +5 +1 +1 +4 Mage Feat 4 3 2 1
6th +3 +6/+1 +2 +2 +5 4 3 3 2
7th +3 +7/+2 +2 +2 +5 4 4 3 2 1
8th +4 +8/+3 +2 +2 +6 4 4 3 3 2
9th +4 +9/+4 +3 +3 +6 4 4 4 3 2 1
10th +5 +10/+5 +3 +3 +7 Mage Feat 4 4 4 3 3 2
11th +5 +11/+6/+1 +3 +3 +7 4 4 4 4 3 2 1
12th +6/+1 +12/+7/+2 +4 +4 +8 4 4 4 4 3 3 2
13th +6/+1 +13/+8/+3 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +14/+9/+4 +4 +4 +9 4 4 4 4 4 3 3 2
15th +7/+2 +15/+10/+5 +5 +5 +9 Mage Feat 4 4 4 4 4 4 3 2 1
16th +8/+3 +16/+11/+6/+1 +5 +5 +10 4 4 4 4 4 4 3 3 2
17th +8/+3 +17/+12/+7/+2 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +18/+13/+8/+3 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +19/+14/+9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +20/+15/+10/+5 +6 +6 +12 Mage Feat 4 4 4 4 4 4 4 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

Weapon and Armor Proficiency: Weapon and Armor Proficiency: Auger Mages are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. They are proficient with Light armors, but no shields. Heavy and medium armor types interfere with an Auger Mage’s movements, which can cause the use of her auger to fail.

Spells: An Auger Mage casts arcane spells which are drawn from the sorcerer/wizard spell list. An Auger Mage must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the Auger Mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Auger Mage’s spell is 10 + the spell level + the Auger Mage’s Intelligence modifier. Like other spellcasters, an Auger Mage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Auger Mage. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, an Auger Mage may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour delving her spells in to the Auger. While delving, the Auger Mage decides which spells to prepare.

Rest: To prepare her daily spells, an Auger Mage must first sleep for 8 hours. The Auger Mage does not have to slumber for every minute of the time, but she must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If her rest is interrupted, each interruption adds 1 hour to the total amount of time she has to rest in order to clear her mind, and she must have at least 1 hour of uninterrupted rest immediately prior to preparing her spells. If the character does not need to sleep for some reason, she still must have 8 hours of restful calm before preparing any spells.

Bonus Languages: The Auger Mage may substitute Draconic for one of the bonus languages available to the character because of her race.

Familiar: The Auger Mage can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The Auger Mage chooses the kind of familiar he gets. As the Auger Mage advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the Auger Mage, the Auger Mage must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, an Auger Mage’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.

Craft Auger: At 1st level, an Auger Mage gains Craft Auger as a bonus feat. The Auger must be made from materials with a minimum cost of 100gp. It takes one week to make an Auger. (A first level Auger Mage does not start the game with an Augers. This must be constructed in game.)

Mage Feats: At 5th, 10th, 15th, and 20th level, an Auger Mage gains a mage feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, Two-Auger Fighting, Improved Two-Auger Fighting, Greater Two-Auger Fighting, or Spell Mastery. The Auger Mage must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The Auger Mage is not limited to the categories of item creation feats, metamagic feats, Two Auger-Fighting, or Spell Mastery when choosing these feats.

Spellbooks: An Auger Mage must obtain spellbooks to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all Auger Mages can prepare from memory. The Auger Mage begins play with a spellbook containing all 0-level Arcane spells, plus three 1st-level spells of your choice. For each point of Intelligence bonus the Auger Mage has, the spellbook holds one additional 1st-level spell of your choice. At each new Auger Mage level, she gains two new spells of any spell level or levels that she can cast (based on her new Auger Mage level) for her spellbook. At any time, an Auger Mage can also add spells found in wizards’ spellbooks to her own.


====Familiars====

A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by an Auger mage. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar also grants special abilities to its master (an Auger mage, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

Familiar Special
Bat Master gains a +3 bonus on Listen checks
Cat Master gains a +3 bonus on Move Silently checks
Hawk Master gains a +3 bonus on Spot checks in bright light
Lizard Master gains a +3 bonus on Climb checks
Monkey Master gains a +3 bonus on Acrobatic checks
Owl Master gains a +3 bonus on Spot checks in shadows
Rat Master gains a +2 bonus on Fortitude saves
Raven1 Master gains a +3 bonus on Appraise checks
Snake2 Master gains a +3 bonus on Bluff checks
Toad Master gains +3 hit points
Weasel Master gains a +2 bonus on Reflex saves
  1. A raven familiar can speak one language of its master's choice as a supernatural ability.
  2. Tiny viper.

Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar’s kind.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Master
Class Level
Natural
Armor Adj.
Int Special
1st-2nd +1 6 Alertness, Improved Evasion, Share Spells, Empathic Link
3rd-4th +2 7 Deliver Touch Spells
5th-6th +3 8 Speak with Master
7th-8th +4 9 Speak with Animals of Its Kind
9th-10th +5 10
11th-12th +6 11 Spell Resistance
13th-14th +7 12 Scry on Familiar
15th-16th +8 13
17th-18th +9 14
19th-20th +10 15

Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.

Int: The familiar’s Intelligence score.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Familiars at Epic Level: Special abilities granted to a familiar continue to grow as the level of its master increases beyond 20th, as shown on Table: Epic Familiar Special Abilities. Even though the table shows advancement only to 42nd level, that is not the limit. The patterns in the table continue infinitely. Familiar special abilities gained at less than 20th level also continue to improve.

Table: Epic Familiar Special Abilities
Master
Class Level
Natural
Armor Adj.
Int Special
21st–22nd +11 16 Familiar Spell
23rd–24th +12 17
25th–26th +13 18 Familiar Auger
27th–28th +14 19
29th–30th +15 20
31st–32nd +16 21 Familiar Spell
33rd–34th +17 22
35th–36th +18 23
37th–38th +19 24
39th–40th +20 25
41st–42nd +21 26 Familiar Spell

Familiar Spell: The familiar gains the benefit of the Familiar Spell epic feat for the spell its master chooses.

Familiar Auger: The familiar gains the ability to act like an Auger, allowing the Wand Mage to channel her spells through the familiar as if it were an Auger. Essentially giving the Wand Mage an additional Auger.


Epic Auger Mage[edit]

Table: The Epic Auger Mage

Hit Die: d6

Level Special
21st
22nd
23rd Bonus Feat
24th
25th
26th Bonus Feat
27th
28th
29th Bonus Feat
30th

2 + Int modifier skill points per level.

Spells: The Auger Mage’s caster level is equal to her class level. The Auger Mage’s number of spells per day does not increase after 20th level. Each time the Auger Mage achieves a new level, he or she learns two new spells of any spell levels that he or she can cast (according to his or her new level).

Familiar: The Auger Mage's familiar continues to increase in power. Every two levels beyond 20th the familiar’s natural armor and Intelligence each increase by +1. The familiar’s spell resistance is equal to the master’s class level + 5. At 21st level and again every ten levels higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master’s choice.

Bonus Feats: The epic Auger Mage gains a bonus feat (selected from the list of epic Auger Mage feats) every three levels after 20th.

Epic Auger 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 Auger Mage may select any item creation feat or metamagic feat not listed here.


Auger Mage Feats[edit]

Gap Mage[edit]

The Auger Mage has discovered an opening between the Arcane, and the Divine.

Prerequisite[edit]

Wis15, Ability to use an Auger.

Benefit

You can now cast and prepare 0th, 1st, 2nd, and 3rd level Divine spells.

Normal[edit]

You are only able to use Arcane spells.

Two-Auger Casting [Arcane][edit]

You can Cast with an Auger in each hand. You can make one extra attack each round with the second Auger.

Prerequisite[edit]

Dex15, Auger Base Attack Bonus+3, Ability to use an Auger.

Benefit

Your penalties on attack rolls for casting with two Augers are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Normal[edit]

You are unable to use two Augers at the same time.

Special[edit]

An Auger Mage can gain this as a Mage Feat, but only if she is wearing light, or no armor. |

Breach Mage[edit]

The Auger Mage has discovered a larger link between the Arcane, and the Divine.

Prerequisite[edit]

Wis17, Gap Mage, Ability to use an Auger.

Benefit

You can now cast and prepare 4th, and 5th level Divine spells.

Normal[edit]

You are only able to use Arcane spells.

Improved Two-Auger Casting [Arcane][edit]

You are an expert at casting with 2 Augers.

Prerequisite[edit]

Dex17, Two-Auger Casting, Auger Base Attack Bonus+8, Ability to use an Auger.

Benefit[edit]

In addition to the standard single extra casting you get with an off-hand Auger, you get a second casting with it, albeit at a -5 penalty.

Normal[edit]

Without this feat, you can only get a single extra casting with your off-hand Auger.

Special[edit]

An Auger Mage can gain this as a Mage Feat, but only if she is wearing light, or no armor.

Bridge Mage[edit]

The Auger Mage has attained a higher understanding of the link between the Arcane, and the Divine magic.

Prerequisite[edit]

Wis19, Gap Mage, Breach Mage, Ability to use an Auger.

Benefit[edit]

You can now cast and prepare 6th, and 7th level Divine spells.

Normal[edit]

You are only able to use Arcane spells.

Greater Two-Auger Casting [Arcane][edit]

You are a master at casting with 2 Augers.

Prerequisite[edit]

Dex19, Two-Auger Casting, Improved Two-Auger Casting, Auger Base Attack Bonus+13, Ability to use an Auger.

Benefit[edit]

You get a third casting with your off-hand weapon, albeit at a -10 penalty.

Normal[edit]

Without this feat, you can only get two extra castings with your off-hand Auger.

Special[edit]

An Auger Mage can gain this as a Mage Feat, but only if she is wearing light, or no armor.

Epic Feats:[edit]

Craft Epic Auger [Epic][edit]

You gain the ability to imbue your Auger with metamagic feats. It takes one month to construct an Epic Auger, with a minimum cost of 500,000gp, and 10,000, exp.

Prerequisite[edit]

Int25, Craft Auger

Benefit[edit]

You can apply one metamagic feat to an Auger.

Normal[edit]

Without this feat, you can not apply metamagic feats to your Auger.

Special[edit]

You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different metamagic feat. The cost of each additional metamagic feat is 50,000gp, and 1000exp.

Perfect Two-Auger Casting [Epic][edit]

You can cast with you off-hand Auger as frequently as with you primary Auger.

Prerequisite[edit]

Dex25, Ambidexterity, Two-Auger Casting, Improved Two-Auger Casting, Greater Two-Auger Casting, Auger Base Attack Bonus+18, Ability to use an Auger.

Benefit[edit]

You can cast as many spells with your off-hand Auger as with your primary Auger, using the same base attack bonus.

Normal[edit]

Without this feat, you can only get three extra castings with your off-hand Auger.

Special[edit]

An Auger Mage can gain this as an Epic Bonus Feat, but only if she is wearing light, or no armor.

Conduit Mage [Epic][edit]

The Auger Mage has discovered that there is no difference between Arcane, and Divine Magic.

Prerequisite[edit]

Wis25, Gap Mage, Breach Mage, Bridge Mage, Ability to use an Auger.

Benefit[edit]

You can now cast and prepare 8th, and 9th level Divine spells.

Normal[edit]

You are only able to use Arcane spells.


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