G
Guest
Guest
Archived from groups: rec.games.frp.dnd (More info?)
Dower Mage
Alignment: Any.
Hit Die: d4.
*MAJOR CHANGES*
- Removed Familiar.
- Removed Bonus Feats.
- Removed Bonus Languages.
- Doubled Arcane Spell Failure chance for casting in armor.
- Every spell has chance to fail and cause temporary con loss.
+ Spontaneous Casting as per Sorcerer.
+ Spell progression as per Wizard.
+ Number of spells castable per day as per Sorcerer.
Class Skills
The Dower Mage's class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all
skills, taken individually) (Int), Profession (Wis), and Spellcraft
(Int). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table: The Dower Mage
Level BAB Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 0 0 2 Scribe Scroll 5 3 - - - - - - - -
2nd +1 0 0 3 6 4 - - - - - - - -
3rd +1 1 1 3 6 5 3 - - - - - - -
4th +2 1 1 4 6 6 4 - - - - - - -
5th +2 1 1 4 6 6 5 3 - - - - - -
6th +3 2 2 5 6 6 6 4 - - - - - -
7th +3 2 2 5 6 6 6 5 3 - - - - -
8th +4 2 2 6 6 6 6 6 4 - - - - -
9th +4 3 3 6 6 6 6 6 5 3 - - - -
10th +5 3 3 7 6 6 6 6 6 4 - - - -
11th +5 3 3 7 6 6 6 6 6 5 3 - - -
12th +6/+1 4 4 8 6 6 6 6 6 6 4 - - -
13th +6/+1 4 4 8 6 6 6 6 6 6 5 3 - -
14th +7/+2 4 4 9 6 6 6 6 6 6 6 4 - -
15th +7/+2 5 5 9 6 6 6 6 6 6 6 5 3 -
16th +8/+3 5 5 10 6 6 6 6 6 6 6 6 4 -
17th +8/+3 5 5 10 6 6 6 6 6 6 6 6 5 3
18th +9/+4 6 6 11 6 6 6 6 6 6 6 6 6 4
19th +9/+4 6 6 11 6 6 6 6 6 6 6 6 6 5
20th +10/+5 6 6 12 6 6 6 6 6 6 6 6 6 6
Class Features
All of the following are class features of the Dower Mage.
Weapon and Armor Proficiency: Dower Mages are proficient with club,
dagger, dart, sling, sickle, and quarterstaff, but not with any type of
armor or shield. Dower Mages are particularly adversely affected by
armor. Arcane spell failure chances are doubled for Dower Mages.
Spells: A Dower Mage casts arcane spells which are drawn from the
sorcerer/wizard spell list. Unlike Wizards, he can cast any spell he
knows without preparing it ahead of time. A Dower Mage may know any
number of spells.
To learn or to cast a spell, a Dower Mage must have an Intelligence
score equal to at least 10 + the spell level. The Difficulty Class for
a saving throw against a Dower Mage's spell is 10 + the spell level +
the Dower Mage's Intelligence modifier.
A Dower Mage must study his spellbook each day to refresh his memory
and restore his link to the spells he knows. He does not actually
prepare his spells but he must spend the time reading over them and
refreshing them in his mind. He cannot cast any spell not recorded in
his spellbook, except for read magic, which all Dower Mages can prepare
from memory.
A Dower Mage begins play with a spellbook containing all 0-level wizard
spells plus three 1st-level spells of your choice. For each point of
Intelligence bonus the Dower Mage has, the spellbook holds one
additional 1st-level spell of your choice. At each new Dower Mage
level, he gains two new spells of any spell level or levels that he can
cast (based on his new Dower Mage level) for his spellbook. At any
time, a Dower Mage can also add spells found in scrolls or other
spellbooks to his own.
Each time a Dower Mage casts a spell he must check to see if the spell
is successfully cast. Roll d20 + Int vs. DC5 + spell level. If the
check fails then the spell fizzles with no effect and you must make a
Fort save DC 15 + spell level or suffer 1 point of temporary Con damage
per level of the spell you were attempting to cast. Rolling a 1 always
requires a Fort save DC 10 + spell level or suffer 1 point of temporary
Con damage per level of the spell but if a roll of 1 would have
succeeded the check then the spell is still successfully cast.
Dower Mage
Alignment: Any.
Hit Die: d4.
*MAJOR CHANGES*
- Removed Familiar.
- Removed Bonus Feats.
- Removed Bonus Languages.
- Doubled Arcane Spell Failure chance for casting in armor.
- Every spell has chance to fail and cause temporary con loss.
+ Spontaneous Casting as per Sorcerer.
+ Spell progression as per Wizard.
+ Number of spells castable per day as per Sorcerer.
Class Skills
The Dower Mage's class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all
skills, taken individually) (Int), Profession (Wis), and Spellcraft
(Int). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table: The Dower Mage
Level BAB Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 0 0 2 Scribe Scroll 5 3 - - - - - - - -
2nd +1 0 0 3 6 4 - - - - - - - -
3rd +1 1 1 3 6 5 3 - - - - - - -
4th +2 1 1 4 6 6 4 - - - - - - -
5th +2 1 1 4 6 6 5 3 - - - - - -
6th +3 2 2 5 6 6 6 4 - - - - - -
7th +3 2 2 5 6 6 6 5 3 - - - - -
8th +4 2 2 6 6 6 6 6 4 - - - - -
9th +4 3 3 6 6 6 6 6 5 3 - - - -
10th +5 3 3 7 6 6 6 6 6 4 - - - -
11th +5 3 3 7 6 6 6 6 6 5 3 - - -
12th +6/+1 4 4 8 6 6 6 6 6 6 4 - - -
13th +6/+1 4 4 8 6 6 6 6 6 6 5 3 - -
14th +7/+2 4 4 9 6 6 6 6 6 6 6 4 - -
15th +7/+2 5 5 9 6 6 6 6 6 6 6 5 3 -
16th +8/+3 5 5 10 6 6 6 6 6 6 6 6 4 -
17th +8/+3 5 5 10 6 6 6 6 6 6 6 6 5 3
18th +9/+4 6 6 11 6 6 6 6 6 6 6 6 6 4
19th +9/+4 6 6 11 6 6 6 6 6 6 6 6 6 5
20th +10/+5 6 6 12 6 6 6 6 6 6 6 6 6 6
Class Features
All of the following are class features of the Dower Mage.
Weapon and Armor Proficiency: Dower Mages are proficient with club,
dagger, dart, sling, sickle, and quarterstaff, but not with any type of
armor or shield. Dower Mages are particularly adversely affected by
armor. Arcane spell failure chances are doubled for Dower Mages.
Spells: A Dower Mage casts arcane spells which are drawn from the
sorcerer/wizard spell list. Unlike Wizards, he can cast any spell he
knows without preparing it ahead of time. A Dower Mage may know any
number of spells.
To learn or to cast a spell, a Dower Mage must have an Intelligence
score equal to at least 10 + the spell level. The Difficulty Class for
a saving throw against a Dower Mage's spell is 10 + the spell level +
the Dower Mage's Intelligence modifier.
A Dower Mage must study his spellbook each day to refresh his memory
and restore his link to the spells he knows. He does not actually
prepare his spells but he must spend the time reading over them and
refreshing them in his mind. He cannot cast any spell not recorded in
his spellbook, except for read magic, which all Dower Mages can prepare
from memory.
A Dower Mage begins play with a spellbook containing all 0-level wizard
spells plus three 1st-level spells of your choice. For each point of
Intelligence bonus the Dower Mage has, the spellbook holds one
additional 1st-level spell of your choice. At each new Dower Mage
level, he gains two new spells of any spell level or levels that he can
cast (based on his new Dower Mage level) for his spellbook. At any
time, a Dower Mage can also add spells found in scrolls or other
spellbooks to his own.
Each time a Dower Mage casts a spell he must check to see if the spell
is successfully cast. Roll d20 + Int vs. DC5 + spell level. If the
check fails then the spell fizzles with no effect and you must make a
Fort save DC 15 + spell level or suffer 1 point of temporary Con damage
per level of the spell you were attempting to cast. Rolling a 1 always
requires a Fort save DC 10 + spell level or suffer 1 point of temporary
Con damage per level of the spell but if a roll of 1 would have
succeeded the check then the spell is still successfully cast.