Campaign of the Month: January 2015
Skies of Glass
|1st||+1||+2||+0||+0||Fast Movement, Spell Rage||1 Points+2 Red|
|2nd||+2||+3||+0||+0||Bladecast||1 Points+2 Red|
|3rd||+3||+3||+1||+1||Spellstrike||2 Points+3 Red|
|4th||+4||+4||+1||+1||Elemental Focus||2 Points+3 Red|
|5th||+5||+4||+1||+1||Frenzied Spells +1||3 Points+4 Red|
|6th||+6||+5||+2||+2||Elemental Empowerment||3 Points+4 Red|
|7th||+7||+5||+2||+2||Uncanny Dodge||4 Points+5 Red|
|8th||+8||+6||+2||+2||Elemental Assault||4 Points+5 Red|
|9th||+9||+6||+3||+3||Unyielding||5 Points+6 Red|
|10th||+10||+7||+3||+3||Frenzied Spells +2||5 Points+6 Red|
|11th||+11||+7||+3||+3||Burning Power||6 Points+7 Red|
|12th||+12||+8||+4||+4||Greater Spell Rage||6 Points+7 Red|
|13th||+13||+8||+4||+4||Damage Resistance 1||7 Points+8 Red|
|14th||+14||+9||+4||+4||Greater Spellstrike||7 Points+8 Red|
|15th||+15||+9||+5||+5||Elemental Assault||8 Points+9 Red|
|16th||+16||+10||+5||+5||Elemental Empowerment||8 Points+9 Red|
|17th||+17||+10||+5||+5||Frenzied Spells +3||9 Points+10 Red|
|18th||+18||+11||+6||+6||Tireless Spell Rage||9 Points+10 Red|
|19th||+19||+11||+6||+6||Damage Resistance 2||10 Points+11 Red|
|20th||+20||+12||+6||+6||Mighty Spell Rage||10 Points+11 Red|
Alignment: Any non-lawful
Hit Die: d10
Class Skills: The rage mage’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), Spellcraft (Int), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
All of the following are Class Features of the rage mage class. A character must sleep to regain uses of any ability limited in uses per day.
Weapon and Armor Proficiency: A rage mage is proficient with all simple and martial weapons. A rage mage is proficient with light armor, medium armor and shields (except tower shields).
Spellcasting: A rage mage is capable of tapping their mana to learn and cast spells. Like other spellcasters, a rage mage gains additional Mana Points as they level that may be allocated to any Pool the rage mage has access to (see Mana Pools for more information). Unlike many casters, a rage mage gains an amount of bonus points when they level that are automatically allocated to their Red Mana Pool so long as they have access to the Red Mana Pool.
Fast Movement (Ex): One of the rage mage’s racial movement speeds is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the rage mage’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the rage mage’s movement speed, except for another instance of the Fast Movement ability gained from another class.
Spell Rage (Ex): A rage mage can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st level, a rage mage can spell rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from spell rage and spells like bear’s endurance, do not increase the total number of rounds that a rage mage can rage per day. A rage mage can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in spell rage, a rage mage gains a +2 morale bonus to his Strength and Constitution, as well as a +1 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the rage mage 1 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a rage mage cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. In a spell rage, a rage mage can only use Red spells with a casting time of no more than 1 full round.
A rage mage can end his spell rage as a free action and is fatigued after his spell rage for a number of rounds equal to 2 times the number of rounds spent in the spell rage. A rage mage cannot enter a new rage while fatigued or exhausted but can otherwise enter spell rage multiple times during a single encounter or combat. If a rage mage falls unconscious, his rage immediately ends, placing him in peril of death.
Bladecast (Ex): At 2nd level, a rage mage can cast spells with somatic and material components even when holding a weapon or weapons in both hands. If the rage mage holds anything other than a weapon, he must have at least one hand free to cast a spell with somatic or material components. Casting a spell in this way still provokes attacks of opportunity normally.
Spellstrike (Su): Starting at 3rd level, while the rage mage is in a spell rage he can use a standard action to cast any aggressive Red tough range spell he knows and and deliver the spell through his weapon with a melee attack. Casting a spell in this manner does not provoke an attack of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally, then the effect of the spell is resolved.
Elemental Focus: At 4th level, a rage mage specializes in one of the destructive forces under Red’s control: fire, electricity, sonic, or force. Whenever casting a spell of their chosen elemental focus, the rage mage gains a +2 bonus to caster level for the purposes of overcoming spell resistance.
Frenzied Spells: Starting at 5th level, all Red spells a rage mage casts while in a spell rage have a +1 to their save DCs. This increases to +2 at 10th level and +3 at 17th level.
Elemental Empowerment (Su): At 6th level, the rage mage may empower (as per Empower Spell) a naturally swift or immediate-cast spell with a descriptor that matches his elemental focus once per day.
At 16th level, the rage mage may empower (as per Empower Spell) a naturally swift or immediate-cast spell with a descriptor that matches his elemental focus twice per day.
Uncanny Dodge (Ex): At 7th level, a rage mage gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses her Dexterity bonus to armor class if immobilized. A rage mage with this ability can still lose his Dexterity bonus to armor class if an opponent successfully uses the feint action against him.
If a rage mage already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see Berserker) instead.
Elemental Assault (Su): Upon reaching 8th level, the rage mage learns to tap the destructive energies of Red mana to manifest his power within his weapon. This ability requires a swift action to activate and lasts for 1 minute per rage mage level. When activating this power, the rage mage manifests power depending on his chosen elemental focus. The power imparts no bonuses if the weapon is held by anyone other than the rage mage but resumes giving bonuses if returned to the rage mage. These bonuses apply to only one end of a double weapon. A rage mage can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th, to a total of four times per day at 20th level.
Fire: Fire engulfs the rage mage’s weapon, shedding light as a torch. The chosen weapon deals an additional 1d8 points of fire damage with all attacks. Starting at 15th level, all critical hits made with the weapon deal an additional 1d10 points of fire damage (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 on a critical hit).
Electricity: Elecricity crackles across the rage mage’s weapon, shedding light as a torch. The chosen weapon deals an additional 1d8 points of electricity damage with all attacks. Starting at 15th level, all critical hits made with the weapon deal an additional 1d10 points of electricity damage (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 on a critical hit).
Sonic: Howling energy pours off the rage mage’s weapon when swung. The chosen weapon deals an additional 1d6 points of sonic damage with all attacks. Starting at 15th level, all critical hits made with the weapon deal an additional 1d8 points of sonic damage (2d8 if the weapon deals ×3 damage on a critical hit, 3d8 if the weapon deals ×4 on a critical hit).
Force: Snapping barbs of force surround the rage mage’s weapon. The chosen weapon deals an additional 1d4 points of force damage with all attacks. Starting at 15th level, all critical hits made with the weapon deal an additional 1d6 points of force damage (2d6 if the weapon deals ×3 damage on a critical hit, 3d6 if the weapon deals ×4 on a critical hit).
Unyielding (Ex): Starting at 9th level, a rage mage gains a +2 morale bonus to her CMD while in a rage.
Burning Power: At 11th level, all Red naturally swift or immediate-cast spells a rage mage casts cost him 1 less Red mana point and have a +2 to their save DCs.
Greater Spell Rage (Ex): At 12th level, when a rage mage enters a spell rage, the morale bonus to his Strength and Constitution increases to +4 and the morale bonus on his Will saves increases to +2.
Damage Resistance (Ex): At 13th level, a rage mage gains damage resistance. Subtract 1 from the damage the rage mage takes each time he is dealt physical damage. At 19th level, this damage resistance rises by 1 point. Damage resistance can reduce damage to 0 but not below 0.
Greater Spellstrike (Su): Starting at 14th level, the rage mage may use a full round action while in a spell rage to add his weapon’s might to a spell. As a part of this action, the rage mage casts any aggressive Red spell he knows with an emanation, cone, or line area effect. Casting a spell in this manner does not provoke an attack of opportunity. The spell must have a casting time of 1 standard action or less. No matter what the original range of the spell, it always originates from the rage mage. Each creature affected by the spell suffers the spells normal effects in addition to damage as if the rage mage had made a single successful melee attack against the creature. This additional damage is of the same type as the weapon the rage mage is currently wielding and is subject to DR. If the spell allows a save that reduces the damage the spell would deal, a successful save halves this additional damage as well.
Tireless Spell Rage (Ex): Starting at 18th level, a rage mage no longer becomes fatigued at the end of his spell rage.
Mighty Spell Rage (Ex): At 20th level, when a rage mage enters a spell rage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, once per minute upon entering a spell rage, the rage mage can apply the effects a Red spell he knows to himself. The spell must have a range of touch or personal and an unmodified casting time of 1 standard action or less. If the spell’s duration is greater than 1 round, it lasts for its normal duration or until the end of the spell rage (whichever comes first). This use consumes mana and components as normal, as if he had cast the spell.