Difference between revisions of "Green Mage (3.5e Class)"

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Revision as of 19:16, 22 October 2010

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Adopter: Genowhirl (talk)
Original Author: Frank Trollman (talk)
Date Created: June 26th, 2010
Date Adopted: October 21st, 2010
Status: Complete
Editing: Clarity edits only please
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PLACEHOLDER:I just found out some of the keys on my keyboard are stuck. Will be finished tomorrow and this message moved.

Green Mage

Green Mages use the power of Wind. Many people think this element is "weak" or "childish" compared to the more visible powers of Fire and Ice. But Wind users suggest that all magic is equally powerful, but that since theirs is the only one you can't see coming, that perhaps you should fear it most of all.

Making a Green Mage

It's a little weak in direct combat, but it gets a wide variety of effects, some utilitarian and some terrain-making.

Abilities: The Green Mage is a user of magic, and that magic is based on Charisma. But they are also a heavy user of ranged attacks, and those manipulations are Dexterity based. Green Mages have a strong tendency to use staves.

Races: Any

Alignment: Any

Starting Gold: 5d4×10 gp

Starting Age: "As sorcerer"

Table: The Green Mage

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Wind Blast, Wind Resistance, Message, Ghost Sound, Air Magic
2nd +1 +0 +3 +3 Gust of Wind, Shocking Grasp
3rd +2 +1 +3 +3 Wall of Air, Whispering Winds
4th +3 +1 +4 +4 More Resistance, Clairaudience
5th +3 +1 +4 +4 Air Walk
6th +4 +2 +5 +5 Thunder Clap, Silence
7th +5 +2 +5 +5 Scary Noises, Pin Drops
8th +6/+11 +2 +6 +6 Slow, Secrets on the Wind
9th +6/+1 +3 +6 +6 Chain Lightning, Wind Tunnel
10th +7/+2 +3 +7 +7 Gaseous Form, Sending
11th +8/3 +3 +7 +7 Speed of the Wind, Weather Control
12th +9/+4 +4 +8 +8 Animate Air, Windwalk
13th +9/+4 +4 +8 +8 Control Winds
14th +10/+5 +4 +9 +9 Breath of Life, Calming Voice
15th +11/+6/+6 +5 +9 +9 Storm of Vengeance, Whirlwind

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis) Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Use Magic Device (Cha),

Class Features

All of the following are class features of the Green Mage.

Weapon and Armor Proficiency:Green Mages are proficient with Simple Weapons. A Green Mage's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. A Green Mage may add the masterwork or enhancement bonus (if any) of any staff they are wielding to any attack or damage rolls they make with their Supernatural and Spell Like abilities.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.




<nowiki>

Back to Main Page3.5e HomebrewClassesBase Classes

AdopterGenowhirl +
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorFrank Trollman +
Base Attack Bonus ProgressionModerate +
Class AbilityAlternate Magic +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length15 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillBalance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Heal +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Search +, Sense Motive +, Sleight of Hand +, Spot +, Survival + and Use Magic Device +
Skill Points4 +
SummaryA mage who uses wind and air for high-mobility, terrain-creating effects. +
TitleGreen Mage +
Will Save ProgressionGood +