Clarisse Brunwald

# This class is unreleased and is not valid for play, reference, or usage of any sorts.

The gifts of magic come to people in different forms. To some, it comes in the form of prayer, worship, and deals made with entities of the supernatural. For others, it is gotten from study, philosophy, and a vast understanding of the greater world. For others still, it comes not through deals or effort, but something simply born of through a lineage or bloodline heralding their powers long before they arrived.

Yet to become a true master of the arcane, one cannot rely on a singular facet. After all, the pursuit of knowledge is more than just a single road, but a complex, winding series of studies, deals, and gifts alike. Only the mage understands that in order to ascend, you must first relinquish your beliefs of what is, so you can become what must be. For those called to walk the path of the mage, they will learn to do all of these things, and push further still, into a truly unique existence unprecedented by students of the arcane arts.

**Role**: The mage serves a unique role in a party, as he is similar to a traditional spellcaster and yet altogether something else. A mage’s incantations offer some out of combat utility, but most lend themselves for use on the battlefield. Mage specialize in the ability to dabble in the arcane arts uninhibited by a singular route. As such, they become proficient in a diverse array, but never quite master magic in the same manner as their wizard, sorcerer, or witch brethren might.

**Alignment**: Any. The pursuit of knowledge, magic, and ascendancy is unfettered by moral truths, and though some may preach it's used for good, others will conspire to use it for evil, and others still will care little where they fall in the cosmic balance. However, some gifts are more likely to pull an individual towards specific alignments, particularly those who dabble in undeath.

**Hit Die**: d8.

**Class skills**

The warlock’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha)

**Skill Ranks** per Level: 4 + Int modifier

## **Class Features**

All of the following are class features of the warlock.

## **Weapon and Armor Proficiency**

Mages are proficient with all simple weapons as well as light armor and shields.

## **Casting Ability Modifier**

Starting at 1st level, the mage must select either Charisma, Intelligence, or Wisdom as their casting ability modifier, which will influence the rest of their effects and abilities from this class. Once chosen, this cannot be changed.

## **Gift (Ex)**

Each mage has a gift for magic drawn from either a bargain or an inherent power. This gift grants her gift powers, as well as a bonus language. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past, an accident that suffused the individual with magic, or a cosmic event fated by powers beyond the natural world. For example, a mage might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the mage gains levels. A mage must pick one gift upon taking her first level of mage. Once made, this choice cannot be changed.

Filled with magical power that screams for release, the gift of the arcane is not so much a calling as a blessing—or a curse. For some mages, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of gifts representing the mysterious origin of your mage's abilities.

## Cantrips

All mages get the *Cantrips* feat as a bonus feat.

## School (Ex and Su)

At 1st level, a mage gains a magical tattoo on their body. This tattoo counts as Mage's Tattoo for the purpose of meeting feat or class requirements, but does not otherwise stack with or interact with Mage's Tattoo. They must select a school of magic to enhance with this tattoo, and apply the caster level bonus to invocations of the corresponding school instead of a spell.

In addition, at 3rd level, a mage picks one of the following schools to specialize in:

### **School of the Familiar (Su)**

A mage that selects school of the familiar gains a familiar as an arcane bond, as a wizard equal to her mage level. Her mage levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.

### **School of the Blade (Su)**

Mages that select school of the blade select a bonded weapon at no cost, and are considered proficient with this weapon (they cannot select an exotic weapon). These weapons are always masterwork quality. Weapons acquired are not made of any special material. If a mage attempts to cast an incantation without his bonded weapon in hand, he must make a concentration check or fail to use the incantation. The DC for this check is equal to 20 + the incantation’s level. The bonded weapon’s hit point and hardness increase by +1 per level the bonded wizard possesses.

A bonded weapon can be used to channel the arcane blast of a mage as a swift action. This can be done a number of times equal to the number of arcane blasts the mage can cast, but cannot exceed the number of attacks per round that the mage can make. A mage who selects this school is no longer able to use arcane blasts on their own, and must use their weapon to channel the arcane blasts through. This cannot be used in conjunction with conductive or similar effects.

A mage can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a mage with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). The magic properties of a bonded weapon, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded weapon is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per mage level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A mage can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

### **School of the Craft (Su)**

A mage that picks school of the craft gains one of the following abilities based upon the school they selected with their mage's tattoo:

Abjuration - You gain a +1 enhancement bonus to overcome spell resistance at 3rd level. This bonus increased by +1 every 4 levels to a maximum of +5 at level 19.

Conjuration - You can teleport to a nearby space as a swift action as if using *dimension door*. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 10 feet at level 3, and an additional 10 feet for every 4 levels past that, to a maximum of 50 feet at level 19.

Divination - You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you gain a +1 initiative bonus at 3rd level. This bonus increases by +1 every 4 levels to a maximum of +5 at level 19.

Enchantment - You gain a +1 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks at 3rd level. This bonus increases by +1 every 4 levels to a maximum of +5 at level 19.

Evocation - You gain a +1 caster level bonus to arcane blast at 3rd level. This bonus increases by +1 every 4 levels to a maximum of +5 at level 19.

Illusion - You gain a +1 enhancement bonus on Bluff, Disguise, and Sleight of Hand skill checks at 3rd level. This bonus increases by +1 every 4 levels to a maximum of +5 at level 19.

Necromancy - You gain Command Undead as a bonus feat. You can channel energy once per day, +1 for every 4 levels, to a maximum of 5 per day at level 19, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your mage level + your casting ability modifier.

Transmutation - You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution) at 3rd level. This bonus increases by +1 every 4 levels to a maximum of +5 at level 19.

Unless otherwise stated, bonuses from School of the Craft are a constant supernatural ability.

Once these decisions are made, they cannot be changed.

## **Incantations (Sp)**

Starting at 2nd level, and every 2 levels after that, a mage gains an incantation of their choice from the provided list.

Incantations are spell-like abilities of arcane spells, broken down by school. Unless otherwise noted, casting an invocation is a standard action that uses verbal components, but no somatic components. Material components over 100g are required to be provided still, but are otherwise eschewed. Casting an incantation provokes an opportunity attack like normal, and the saving throw for an incantation is 10 + 1/2 the mage's level + their casting ability modifier.

## **Arcane Blast (Sp)**

A mage is able to coalesce raw magical energy into a blast of pure arcane that can be unleashed upon a creature within 60ft as a standard action that doesn't provoke an attack of opportunity. You must succeed on a ranged touch attack to strike your target. On a successful hit, you deal 1d6+1 points of force damage per two mage levels (maximum 5d6+5). For every 5 mage levels you possess beyond 5th, you gain another arcane blast. This counts as a ray attack for the purpose of spells, effects, feats, etc.

You cannot use conductive or similar abilities with arcane blast.

## **Arcane Knowledge (Ex)**

The Warlock’s pact has given him a greater understanding of magic and how it affects the world around him. At 2nd level, the warlock adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. This does not stack with bardic knowledge or similar abilities.

## **Mystic Arcanum (Ex)**

Beginning at 11th level, the mage doubles the bonus from the *Spell Penetration* and *Greater Spell Penetration* feats when calculating their bonus for arcane blast. This does not apply to their invocations.

## **Ascendancy (Ex)**

At 20th level, the mage reaches the zenith of their power, culminating in their ascendancy to a being of the arcane. When casting an invocation or arcane blast upon a creature with spell resistance, the resistance is halved for the purpose of overcoming spell resistance. In addition, the mage may pick a second school in which to apply their caster level increase, and both bonuses increase by an additional 1.

## Feats

The following feats are available to the mage class.

### Extra Invocation

You have learned the secrets of a new invocation.

Prerequisites: Invocation class feature.

Benefit: You gain one additional invocation. You must meet the prerequisites for this invocation.

Special: You can take this feat multiple times. Each time you do, you gain another invocation.