Dagger Mage (3.5e Prestige Class)
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|“||Spell failed? Stab. Stab failed? Spell. Both failed? RUN!||”|
|—Klein Erstechen, Dwarf Dagger Mage, -The Adventure Diaries of Klein|
The Dagger Mage is a dangerous foe, combining speed, stealth and middle level arcane casting, this flexible warrior is a welcome addition to any party. Members of this secretive order are the sole craftsmen cable of making a host of unique and formidable magic items.
Becoming a Dagger Mage
Arcane casters with the desire and physical aptitude often consider joining the order of the Dagger Mages. Combatants who have the mental capacity and curiosity to learn magic are also drawn to the order. The order of the Dagger Mage is filled with those who seek to best their foes with deadly strikes and devastating magic peruse this path.
|Skills:||Concentration 8 Ranks, Craft Weaponsmithing 10 Ranks, Move Silently 5 Ranks, Sleight of Hand 8 Ranks, Tumble 8 Ranks.|
|Feats:||Craft Magic Arms and Armor, Weapon Finesse, Weapon Focus: Dagger.|
|Abilities:||1d6 Sneak Attack|
|Spellcasting:||Ability to cast 5th level arcane spells|
|1st||+0||+1||+1||+1||Art of the Dagger, Daggercraft, Sneak Attack +1d6 Uncanny Dodge, Weapon Specialization||-|
|2nd||+1||+1||+2||+2||Still Spell||+1 level of existing arcane spellcasting class|
|3rd||+2||+2||+3||+3||Art of the Dagger, Evasion||-|
|4th||+3||+2||+4||+4||Silent Spell||+1 level of existing arcane spellcasting class|
|5th||+3||+3||+5||+5||Art of the Dagger, Greater Weapon Focus, Improved Daggercraft, Improved Uncanny Dodge, Sneak Attack +2d6||-|
|6th||+4||+3||+6||+6||Craft Wonderous Item, Sneaking Spell||+1 level of existing arcane spellcasting class|
|7th||+5||+4||+7||+7||Art of the Dagger, Improved Evasion||-|
|8th||+6/1||+4||+8||+8||Forge Ring||+1 level of existing arcane spellcasting class|
|9th||+6/1||+5||+9||+9||Art of the Dagger, Greater Weapon Specialization, Perfect Daggercraft, Sneak Attack +3d6||-|
|10th||+7/2||+5||+10||+10||Greater Sneaking Spell||+1 level of existing arcane spellcasting class|
Class Skills (4 + Int modifier per level)
The Dagger Mage's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex),Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge: (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex),Open Lock (Dex),Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand(Dex),Spellcraft (Int),Spot (Wis), Swim (Str), Tumble (Dex),and Use Magic Device(Dex),
The Dagger Mage divides his attention between the pursuit of Arcane knowledge and the art of the Dagger. With diligent study, many unique skills are developed. All of the Following are Class Features of the Dagger Mage.
Art of the Dagger(ex): At the 1st level and every two Dagger Mage levels thereafter, a Dagger Mage gains a special ability of her choice from among the following options. Each Art of the Dagger may only be taken once.
Aegis Dagger-The Dagger Mage has incorporated the use of daggers in to her defense. When holding a Dagger in her primary or off hand, the Dagger mage gains a +1 deflection bonus to AC, and an additional bonus equal to the enchantment level of the dagger, if applicable. (ex. a +2 dagger would grant a +3 deflection bonus to AC) This ability does not stack with any similar enchantments or effects.
Dagger of Contusions This ability allows the Dagger Mage to target vital areas and openings in an opponents defense, dealing deep, lasting wounds, her dagger functions as if enchanted by the Wounding enchantment. This ability does not stack with any similar enchantments or effects.
Double Daggers After exhaustive study, a Dagger Mage may utilize a dagger in either or both hands with the same efficency, and may use both hands independently in a single attack action. These attacks may be made on a single target or separate targets. Attack rolls are made at a -2 penalty if on a single target or a -4 penalty if on sperate targets. A Dagger mage who possesses Greater Weapon Focus or Greater Weapon Specialization may reduce this penalty by 1 for each feat possessed, on a single target -1 with one feat, no penalty with both. On separate targets the penalty is reduced to -3 for one feat and -2 with both. This attack bonus stacks with all other Art of the Dagger abilities.
Ethereal Dagger A Dagger Mages dagger is treated as having the Ghost Touch enchantment. Also, Dagger Mages with 5 or more Ranks in Spot, Knowledge: Religion and Knowledge: The Planes, deals an extra 1d6 of damage to incorporeal creatures.
Executioners Dagger The dagger of a Dagger Mage with this skill is treated as if enchanted by the Vorpal enchantment .
Flying Dagger Daggers thrown by a Dagger Mage have their range increment increased by 5 feet and are treated as though they have the Distance Enchantment, doubling their improved range.
Invisible Dagger Prerequisite: 10 or more ranks in Sleight of Hand. A Dagger Mage has mastered the ability to conceal their daggers and gains a +10 bonus to Sleight of Hand checks to conceal a dagger. Additionally, opponents attacked by a concealed dagger are treated as flat-footed.
Oppositional Dagger The Dagger Mage becomes so familiar with their daggers that it is attuned to their essence granting 1d6 bonus damage against opponents with the opposite good-evil or lawful-chaotic alignment, 2d6 if both.
Perilous Dagger The dagger of a Dagger Mage is far more deadly than in the hands of an average adventurer, dealing damage as though they were 1 size category larger than they are. They are also treated as if they had the Keen enchantment. This does not stack with any other spells or effects that increase the critical hit range.
Skittering Dagger - The Dagger Mage has mastered the use of rapid, fluid movements when using a dagger, this mastery allows for an extra attack at the full base attack bonus of the wielder as if the dagger had the Speed enchantment. This bonus does not stack with any similar effect or spell.
Surge Dagger When casting with a dagger in hand, the Dagger Mage may add +1 to the save DC of any spell cast, and an additional bonus equal to the enchantment level of the dagger, if applicable. (ex. a +2 dagger would grant a +3 to the save DC)
Suffuse Dagger Combining the fruits of both areas of the Dagger Mages studies, Suffuse Dagger allows her to use her dagger as if it were enchanted with the Spell_Storing enchantment. This ability does not stack with any similar enchantments or effects.
Spells per Day/ Spells Known: Starting at the second level, and every two Dagger Mage levels thereafter, the Dagger Mage gains new spells per day (and spells known if applicable) as if he had gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not gain any other benefit a character of that class would have gained, excluding an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Dagger Mage, he must decide to which class he adds the new level for purposes of determining spells per day and spells known.
Evasion (ex) At 3rd level and higher, a Dagger Mage can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Dagger Mage is wearing no armor. A helpless Dagger Mage does not gain the benefit of evasion.
Improved Evasion (ex) At the 7th level, a Dagger Mage gains Improved Evasion. This ability works like evasion, except that while the Dagger Mage still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Dagger Mage does not gain the benefit of improved evasion.
Daggercraft The skills of a Dagger Mage extend not only to the use of a Dagger but also to the creation of a dagger. At the first level, a Dagger Mage gains a +10 bonus to craft checks to make a dagger regardless of material.
Improved Daggercraft At the 5th level, expanded knowledge and familiarity with the use and creation of daggers increases the craft bonus to +20. The Dagger mage also gains a +5 bonus to any other craft checks.
Perfect Daggercraft At the 9th level, the Dagger Mages skills have grown to the point that they gain a bonus +30 to a craft check to make a dagger and a +10 bonus to all other craft checks.
Sneak Attack This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 on the 1st, 5th and 9th level. If a Dagger Mage gets a sneak attack bonus from another source the bonuses on damage stack.
Sneaking SpellAt the 6th level, a Dagger Mage gains the ability to cast a spell in a sneak attack using the listed distance of the spell(touch, target opponent/square, area of effect etc.) so long as the normal requirements for Sneak Attack including the 30ft maximum distance limit is observed. Doing so consumes a spell 1 slot higher than the spell cast. This increase is cumulative with the use of any metamagic feat.
Greater Sneaking Spell At the 10th level, a Dagger Mage gains the ability to cast a spell in a sneak attack using the listed distance of the spell(touch, target opponent/square, area of effect etc.)so long as the normal requirements for Sneak Attack except the 30ft maximum distance limit is replaced by the range of the spell cast. The level of the spell remains unchanged unless a metamagic feat is used in casting the spell.
Uncanny Dodge(ex) Starting at 1st level, a Dagger Mage can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Dagger Mage already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge(ex) At the 5th level, a Dagger Mage can no longer be flanked.
This defense denies a Rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more Rogue levels than the target does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Rogue level required to flank the character.
Weapon Specialization At the First level, a Dagger Mages study of the art of the Dagger grants her Weapon Specialization as a bonus feat, even if she do not meet the prerequisites for it.
Still Spell At the 2nd Level, a Dagger Mage gains Still Spell as a bonus feat.
Silent Spell At the 4th Level a Dagger Mage gains Silent Spell as a bonus feat.
Greater Weapon Focus At the 5rd Level the Dagger Mages continued study of the art of the Dagger grants her Greater Weapon Focus as a bonus feat, even if she do not meet the prerequisites for it.
Craft Wonderous Item At the 6th Level, a Dagger Mage gains Craft Wonderous Item as a bonus feat.
Forge Ring At the 8th Level a Dagger Mage gains Forge Ring as a bonus feat.
Greater Weapon Specialization At the 9th Level the Dagger Mages continued dedication to the art of the Dagger grants her Greater Weapon Specialization as a bonus feat, even if she does not meet the prerequisites for it.
The Epic Dagger Mage
|11th||+1d6 Sneak Attack, Greater Dagger Skill|
|12th||+1 level of existing arcane spellcasting class|
|13th||Epic Weapon Focus, Greater Dagger Skill|
|14th||+1 level of existing arcane spellcasting class|
|15th||+2d6 Sneak Attack, Greater Dagger Skill|
|16th||+1 level of existing arcane spellcasting class|
|17th||Epic Weapon Specialization, Greater Dagger Skill|
|18th||+1 level of existing arcane spellcasting class|
|19th||+3d6 Sneak Attack, Greater Dagger Skill|
|20th||+1 level of existing arcane spellcasting class|
Epic Dagger Mage Class Features
Spells per Day/ Spells Known: Starting at the 12th level, and every two Dagger Mage levels thereafter, the Dagger Mage gains new spells per day (and spells known if applicable) as if he had gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not gain any other benefit a character of that class would have gained, excluding an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Dagger Mage, he must decide to which class he adds the new level for purposes of determining spells per day and spells known.
Greater Art of the Dagger(ex): An Epic Dagger Mage may choose any Art of the Dagger she has not already taken in place of the options listed below. Unless otherwise stated, effects do not stack.
Acute Dagger The Dagger of a Dagger Mage with this skill is treated as if enchanted by the Unerring Accuracy enchantment.
Caress of the Dagger A Dagger Mage is able expertly place the point of their dagger to bypass all manor of protection. All attacks made with a dagger are made against an opponents touch AC.
Instantaneous Dagger A Dagger Mage is able to complete movements with their dagger so quickly the opponent doesn't have time to react. All attacks in a full round attack action are made at the Dagger Mages full attack bonus.
Multiple Dagger The Dagger of a Dagger Mage with this skill is treated as if enchanted by the Triple Throw enchantment.
Shinning Dagger The dagger of a Dagger Mage with this skill is treated as if enchanted by the Brilliant Energy Enchantment.
Virulent Dagger A Dagger Mages Mastery of the Art of the Dagger increases the Critical Multiplier of their dagger by 1.
Sneak Attack This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 on the 11th, 15th and 19th level. If a Dagger Mage gets a sneak attack bonus from another source the bonuses on damage stack.
Epic Bonus Feats:
Epic Weapon Focus At the 13th level, a Dagger Mage gains Epic Weapon Focus as a bonus feat, even if she does not meet the prerequisites.
Epic Weapon Specialization At the 17th level, a Dagger Mage gains Epic Weapon Specialization and a bonus feat, even if she does not meet the prerequisites.
Playing a Dagger Mage
Combat: The Dagger Mage is a capable hand to hand fighter and is also skilled in the arcane arts.
Advancement: The Dagger Mage benefits from a background as a Wizard, Rogue or Arcane Trickster.
Resources: The order of the Dagger Mage is a secretive group that works to support each other. When able to assist another of their order, Dagger Mages make ready and gracious hosts, willing to provide every amenity and assistance of which they are able.
Dagger Mages in the World
|“||If you don't want me to cast a spell, I can always just stab you.||”|
|—Klein Erstechen, Dwarf Dagger Mage, - The Adventure Diaries of Klein|
The Dagger Mage order tends to be secluded and secretive, but not unfriendly. They are found in all variety of wilderness areas and while rare, groups of seven or more Dagger Mages, called a coterie, can be found in many medium sized and larger cities if one knows where to look.
NPC Reactions: Most who first encounter them think little of the Dagger Mage. Their non-descript style of dress and secretive nature allows them to blend unnoticed into most surroundings.
Dagger Mage Lore
Characters with ranks in Knowledge: Arcana can research Dagger Mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|11||A Dagger Mage is rarely seen without a Dagger, often a dagger is carved, stitched or painted on one of their possessions. A skilled Dagger Mage can craft a dagger from anything, and can hide daggers anywhere and in anything. They are never unarmed.|
|16||The sign of the order of Dagger Mages is a dagger with an infinity symbol with the sun and moon in each loop on the pommel.|
|21||The first Dagger Mage was a Halfling named Pierce who was obsessed with magic and all manner of daggers from an early age. He proved to be a less than excellent wizard, but could scarcely be matched with a dagger in his hand.|
|26||Pierce named his dagger "Mr Stabbykins"|
Dagger Mages in the Game
Dagger Mages are often used interchangeably with Wizards or Rogues, but lack the casting power or variety of skills to be a true replacement for either. Dagger Mages make excellent crafters of all variety of Magic Items.
Adaptation: A Dagger Mage would be an appropriate guide or higher challenge enemy for a lower level campaign, and a difficult encounter for a high level group of adventurers.
Sample Encounter: The party encounters a traveler on a rarely used road, he seems to be traveling quite light and has a clasp on his cloak adorned with a small decorative dagger that looks exceptionally well made.
EL 16: Horik, male human Wiz9/Rog1/Dagger Mage 6: Size M (5 ft., 8 in. tall) HD 9d4+18 + 1d6+2 + 6d6+12 hp 82 Init +8 Spd 40 ft. AC 25, Touch 20, Flat-Footed 21 Attack +15/10 melee(1d6+5 main and 1d6+5 offhand 16-20 x2), or +15/+10 ranged(1d6+5 main and 1d6+5 offhand 16-20 x2) SV Fort +10, Ref +17, Will +16 Abillities: Improved Daggercraft, Evasion, Improved Uncanny Dodge, Sneak Attack +3d6, Sneaking Spell. Art of the Dagger: Aegis Dagger, Double Daggers, Perilous Dagger AL NG Str 15, Dex 18, Con 15, Int 21, Wis 15, Cha 12.
Languages Spoken: Common, Elven, Infernal, Orc, Sylvan.
Skills: Balance +6, Concentration +15, Craft (Weaponsmithing) +13, Diplomacy +3, Forgery +8, Gather Information +5, Hide +4, Jump +5, Knowledge (Arcana) +13.5, Knowledge (History) +16, Knowledge (Local) +17, Knowledge (Nature) +12, Knowledge (Nobility and Royalty) +18, Knowledge (Religion) +19, Knowledge (The Planes) +14, Listen +2, Move Silently +6, Sense Motive +6, Sleight of Hand +5, Spellcraft +19, Spot +2, Swim +4
Feats Craft Magic Arms and Armor, Craft Wondrous Item, Dodge, Greater Weapon Focus(dagger), Improved Inititive, [Scribe Scroll], Silent Spell, Still Spell, Weapon Finesse, Weapon Focus (dagger) Weapon Specialization (dagger).
Possessions: Cloak of resistance +2, Broach of Daggers +4, Ring of Endless Daggers +2(Adamantine, Cold Iron, Silver), Ring of Force Sheild, Boots of Striding and Springing, Bracers of Armor +3
Wizard Spells Known (4/6/5/4/3/2): 0th -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue. 1st --Alarm, Color Spray, Comprehend Languages, Detect Secret Doors, Expeditious Retreat, Hold Portal, Identify, Mage Armor, Magic Missile, Magic Weapon. 2nd -- Bear's Endurance, Detect Thoughts, Flaming Sphere, See Invisibility, Shatter, Web. 3rd -- Clairaudience/Clairvoyance, Haste, Keen Edge, Ray of Exhaustion, Slow. 4th -- Contagion, Detect Scrying, Hallucinatory Terrain, Locate Creature, Scrying. 5th -- Fabricate, Telepathic Bond.