Dwarven White Magus (3.5e NPC)

These dwarven priestesses worship the White Flame and it's life giving properties. Their magic powers stem from channeling energy from the White Flame through their bodies, embuing them with the flames of life and light. They keep their scrolls on a sash (the studded harness) for quick access.

The dwarven white magi are generally non-combative and will try to flee from battle, unless forced to or if others are in danger. They coordinate their ability to have someone healing while others attack with bolts of light.

White Magus Default Spells Prepared
0&mdash; 5/day&mdash;create water, detect magic, guidance, purify food and drink.

1st&mdash; 6/day&mdash;command, mage armor.

Details
 : At 2nd level, a white magus adds her Wisdom bonus (if any) to her AC whenever unarmored and unencumbered. These bonuses to AC apply even against touch attacks or when the white magus is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. This bonus is identical to similar bonuses such as those provided by monk and swordsageToB classes, and does not stack.

 : At 3rd level, a white magus gains a bonus equal to her Charisma bonus (if any) on all saving throws. This does not stack with similar bonuses, such as from paladin or crusaderToB.


 * Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
 * Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
 * Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
 * Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
 * Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
 * Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
 * Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
 * Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

 : White magi take healing seriously and are ultimately better healers than the average joe. They gain expanded uses on the Heal skill.
 * For every point a white magus exceeds DC 25 on a First Aid attempt, the target creature regains 1 hp. This may only be used on creatures who have dropped below 0 hp.
 * For every 10 points you exceed the DC for long term care, the healing rate multiplier goes up by 1 (that is, 3x healing at DC 25, x4 at DC 35, and so forth).
 * You may now treat wounds from caltrops, spike growth, and spike stones as a standard action by succeeding on a DC 25 Heal check.
 * As a standard action a white magus may make a Heal check against a creature they can see in 30 feet (DC equal to 10 + CR of the creature) and divine the exact amount of hit points it has remaining, as well as if it is suffering from poison, disease, or physical maladies such as caltrop wounds.

 : At 3rd level, a white magus can cure better than others. She gains a +1 bonus to caster level for all conjuration (healing) spells, and any caps on spell level are raised by 1 (for example cure light wounds normally stops growing at 1d8+5 at caster level 5, but now it can go up to 1d8+6 instead). At 6th level and every three levels beyond, the caster level bonus and maximum cap instead rise by 1.

In effect a white magus always has cure spells one their spells known list for the day for free (a cure spell is any spell with "cure" in its name, such as cure light wounds).

 : Regardless of alignment, any white magus can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good white magus (or a neutral white magus who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil white magus (or a neutral white magus who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral white magus of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the white magus can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the white magus. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two white magus levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the white magus's level + the white magus's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A white magus may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A white magus can choose whether or not to include herself in this effect.

A white magus must be able to present her holy symbol to use this ability.

 : A white magus can defense herself with bolts of destructive positive energy. As an attack action she may create and launch a bolt of light which deals 1d4 points of damage, plus +1 per class level, and a 20/x2 critical. This is ranged touch attack, and has a ranged increment of 20 feet. It deals twice as much damage against light sensitive or undead creatures. A light sensitive undead creature takes three times as much damage. She may do this at will.

Houserules: She gains an extra 1st level feat, maximum hp per HD, 30 point buy (Pathfinder), and Pathfinder skills and feats. If converting completely to Pathfinder, the NPC's CMB is 2 and CMD is 13.

Pathfinder dwarf is used with Giant Hunter alternate racial traits, and gains +1 hp/level from favored class.

Turn undead has been swapped out for channel undead, as the pathfinder cleric.