Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 9323862" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><span style="font-size: 26px"><strong>Combat Mage</strong></span></span></p><p><span style="font-family: 'Calibri'">Combat Mages are mages that can be hired for magical combat. They use a number of different spells to allow for flexibility in a fight, which they can cast spontaneously, although they are not sorcerers. Typically equipped with an armoured robe, a 9mm pistol and a wand of burning hands.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Combat Mage Low Level</span></strong></span></p><p><span style="font-family: 'Calibri'">Type: humanoid</span></p><p><span style="font-family: 'Calibri'">Size: medium</span></p><p><span style="font-family: 'Calibri'">CR: 1</span></p><p><span style="font-family: 'Calibri'">Hit Points: 3d8+3 (17 hp)</span></p><p><span style="font-family: 'Calibri'">Mas: 11</span></p><p><span style="font-family: 'Calibri'">Init: +1</span></p><p><span style="font-family: 'Calibri'">Speed: 30 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 16, touch 15, flatfoot 14 (10 +1 Dex +1 Armoured Robe, +4 mage armour*)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +2 / +1</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: Knife +1 melee (1d4-1), or Pistol +3 ranged (2d6, 40 ft), or Spell/Wand +3 ranged</span></p><p><span style="font-family: 'Calibri'">Special Attacks: </span></p><p><span style="font-family: 'Calibri'">Special Qualities: Fuel Spell, Resist Spell</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +2, Reflex +2, Will +4</span></p><p><span style="font-family: 'Calibri'">Reputation: +1</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 9, Dex 12, Con 12, Int 14, Wis 12, Cha 10</span></p><p><span style="font-family: 'Calibri'">Skills: Concentration +2, Craft (chemical) +2, Hide +4, Knowledge (arcane lore) +4, Listen +2, Move Silently +3, Navigate +2, Search +2, Spellcraft +2, Spot +2, Survival +2, Treat Injury +1, Use Magic Device +3</span></p><p><span style="font-family: 'Calibri'">Feats: Arcane Skills, simple weapons proficiency, Personal Firearms Proficiency</span></p><p><span style="font-family: 'Calibri'">Possessions: robe, knife, 9mm pistol, 50 rds 9mm ammunition, spell components, wand of burning hands (20 +2d10 charges), rations, personal items.</span></p><p><span style="font-family: 'Calibri'">Organization: Single, pairs, squad (4), or larger formations (5, 12, 24).</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Combat</strong></span></p><p><span style="font-family: 'Calibri'">Combat Mages generally stay at the outer edges of combat, casting Mage Armour immediately to protect themselves, only moving close to use any spells that require closer proximity to be effective. They'll work with other combatants, striking distant foes to weaken them for any close combat fighters, or use an enemy's focus on other combatants to their advantage to land a strike. They are also trained to use fire arms to use when they run out of spells, or against magically resistant targets. They also carry a wand of burning hands to help supplement their combat.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Spells Per Day</strong></span></p><p><span style="font-family: 'Calibri'">Lvl 0 - 4, DC 12</span></p><p><span style="font-family: 'Calibri'">Lvl 1 - 4, DC 13</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Spells Known</strong></span></p><p><span style="font-family: 'Calibri'">Level 0 - Daze, Resistance, Mending, Message</span></p><p><span style="font-family: 'Calibri'">Level 1 - Mage Armour, Magic Missile (2 missiles), Obscuring Mist</span></p><p><span style="font-family: 'Calibri'">Spell DC</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Fuel Spell</strong></span></p><p><span style="font-family: 'Calibri'">The Combat Mage can sacrifice a little bit of their life force to provide energy to be able to cast more spells. As a move equivalent action with a Concentration check DC 10, can temporarily sacrifice 2 hit points for 1 spell level, or 1 point of Constitution for 1d4 spell levels. By increasing the Concentration check DC by +2, doubles the amount sacrificed for double the spell levels gained. This can be done up to 3 times per day.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Resist Spells</strong></span></p><p><span style="font-family: 'Calibri'">The Combat Mage has trained, and exposed themselves to different spells to increase their resistance to magic, gaining +1 to all Saves against magical effects and spells.</span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Combat Mage Mid Level</span></strong></span></p><p><span style="font-family: 'Calibri'">Type: humanoid</span></p><p><span style="font-family: 'Calibri'">Size: medium</span></p><p><span style="font-family: 'Calibri'">CR: 5</span></p><p><span style="font-family: 'Calibri'">Hit Points: 6d8+6 (36 hp)</span></p><p><span style="font-family: 'Calibri'">Mas: 11</span></p><p><span style="font-family: 'Calibri'">Init: +1</span></p><p><span style="font-family: 'Calibri'">Speed: 30 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 17, touch 15, flatfoot 16 (10 +1 Dex +2 light undercover shirt, +4 mage armour*)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +4 / +3</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: Knife +3 melee (1d4-1), or Pistol +5 ranged (2d6, 40 ft), or Spell/Wand +5 ranged</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Magic Blast</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Fuel Spell, Resist Spell</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +3, Reflex +3, Will +6</span></p><p><span style="font-family: 'Calibri'">Reputation: +2</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 9, Dex 12, Con 12, Int 15, Wis 12, Cha 10</span></p><p><span style="font-family: 'Calibri'">Skills: Concentration +6, Craft (chemical) +4, Hide +4, Knowledge (arcane lore) +6, Listen +4, Move Silently +3, Navigate +2, Search +3, Spellcraft +4, Spot +3, Survival +2, Treat Injury +3, Use Magic Device +5</span></p><p><span style="font-family: 'Calibri'">Feats: Arcane Skills, simple weapons proficiency, Personal Firearms Proficiency, Armour Proficiency (light)</span></p><p><span style="font-family: 'Calibri'">Possessions: robe, knife, 9mm pistol, 50 rds 9mm ammunition, spell components, wand of burning hands (20 +2d10 charges), light undercover shirt, rations, personal items.</span></p><p><span style="font-family: 'Calibri'">Organization: Single, pairs, squad (4), or larger formations (5, 12, 24).</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Combat</strong></span></p><p><span style="font-family: 'Calibri'">Combat Mages generally stay at the outer edges of combat, casting Mage Armour immediately to protect themselves, only moving close to use any spells that require closer proximity to be effective. They'll work with other combatants, striking distant foes to weaken them for any close combat fighters, or use an enemy's focus on other combatants to their advantage to land a strike. They are also trained to use fire arms to use when they run out of spells, or against magically resistant targets. They also carry a wand of burning hands to help supplement their combat.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Spells Per Day</strong></span></p><p><span style="font-family: 'Calibri'">Lvl 0 - 6, DC 12</span></p><p><span style="font-family: 'Calibri'">Lvl 1 - 5, DC 13</span></p><p><span style="font-family: 'Calibri'">Lvl 2 - 3, DC 14</span></p><p><span style="font-family: 'Calibri'">Lvl 3 - 2, DC 15</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Spells Known</strong></span></p><p><span style="font-family: 'Calibri'">Level 0 - Daze, Resistance, Mending, Message, Detect magical Aura, Haywire, Mending</span></p><p><span style="font-family: 'Calibri'">Level 1 - Mage Armour, Magic Missile (3 missiles), Obscuring Mist, Cause Fear, Sleep</span></p><p><span style="font-family: 'Calibri'">Level 2 - Blur, Invisibility, Protection from Arrows/Bullets</span></p><p><span style="font-family: 'Calibri'">Level 3 - Fireball, Electromagnetic Pulse</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Fuel Spell</strong></span></p><p><span style="font-family: 'Calibri'">The Combat Mage can sacrifice a little bit of their life force to provide energy to be able to cast more spells. As a move equivalent action with a Concentration check DC 10, can temporarily sacrifice 2 hit points for 1 spell level, or 1 point of Constitution for 1d4 spell levels. By increasing the Concentration check DC by +2, doubles the amount sacrificed for double the spell levels gained. This can be done up to 4 times per day.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Resist Spells</strong></span></p><p><span style="font-family: 'Calibri'">The Combat Mage has trained, and exposed themselves to different spells to increase their resistance to magic, gaining +1 to all Saves against magical effects and spells.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Magic Blast</strong></span></p><p><span style="font-family: 'Calibri'">The Combat Mage can convert spell levels into magical energy to allow them to fire a short ranged burst of magical energy to damage an opponent. As a move equivalent action, with a Concentration check DC 10, can convert spell levels into a magical attack that allows 2 attacks per spell level (level 0 only provides 1 attack), that deals 1d4 points of nonspecific magical energy, critical 20x2, with a range increment of 20 feet, requiring a ranged touch attack. These attacks can be held for 3 rounds before the magical energy disappears.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Combat Mage High Level</span></strong></span></p><p><span style="font-family: 'Calibri'">Type: humanoid</span></p><p><span style="font-family: 'Calibri'">Size: medium</span></p><p><span style="font-family: 'Calibri'">CR: 10</span></p><p><span style="font-family: 'Calibri'">Hit Points: 12d8+12 (80 hp)</span></p><p><span style="font-family: 'Calibri'">Mas: 11</span></p><p><span style="font-family: 'Calibri'">Init: +1</span></p><p><span style="font-family: 'Calibri'">Speed: 30 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 18, touch 15, flatfoot 17 (10 +1 Dex +3 undercover vest, +4 mage armour*)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +9/+4 / +8</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: Knife +8 melee (1d4-1), or Pistol +10 ranged (2d6, 40 ft), or Spell/Wand +10 ranged</span></p><p><span style="font-family: 'Calibri'">Full Attack: Knife +8/+3 melee (1d4-1), or Pistol +10/+5 (2d6, 40 ft), or Spell/Wand +10/+5 ranged</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Magic Blast</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Fuel Spell, Resist Spell, Absorb Spell</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +3, Reflex +3, Will +6</span></p><p><span style="font-family: 'Calibri'">Reputation: +2</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 9, Dex 12, Con 12, Int 16, Wis 13, Cha 10</span></p><p><span style="font-family: 'Calibri'">Skills: Concentration +12, Craft (chemical) +6, Hide +4, Knowledge (arcane lore) +10, Listen +6, Move Silently +6, Navigate +4, Search +5, Spellcraft +9, Spot +5, Survival +5, Treat Injury +5, Use Magic Device +8</span></p><p><span style="font-family: 'Calibri'">Feats: Arcane Skills, simple weapons proficiency, Personal Firearms Proficiency, Armour Proficiency (light), Armoured Caster, Combat Reflexes</span></p><p><span style="font-family: 'Calibri'">Possessions: robe, knife, 9mm pistol, 50 rds 9mm ammunition, spell components, wand of burning hands (20 +2d10 charges), light undercover shirt, rations, personal items.</span></p><p><span style="font-family: 'Calibri'">Organization: Single, pairs, squad (4), or larger formations (5, 12, 24).</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Combat</strong></span></p><p><span style="font-family: 'Calibri'">Combat Mages generally stay at the outer edges of combat, casting Mage Armour immediately to protect themselves, only moving close to use any spells that require closer proximity to be effective. They'll work with other combatants, striking distant foes to weaken them for any close combat fighters, or use an enemy's focus on other combatants to their advantage to land a strike. They are also trained to use fire arms to use when they run out of spells, or against magically resistant targets. They also carry a wand of burning hands to help supplement their combat.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Spells Per Day</strong></span></p><p><span style="font-family: 'Calibri'">Lvl 0 - 8, DC 12</span></p><p><span style="font-family: 'Calibri'">Lvl 1 - 8, DC 13</span></p><p><span style="font-family: 'Calibri'">Lvl 2 - 6, DC 14</span></p><p><span style="font-family: 'Calibri'">Lvl 3 - 5, DC 15</span></p><p><span style="font-family: 'Calibri'">Lvl 4 - 3, DC 16</span></p><p><span style="font-family: 'Calibri'">Lvl 5 - 2, DC 17</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Spells Known</strong></span></p><p><span style="font-family: 'Calibri'">Level 0 - Daze, Resistance, Mending, Message, Detect magical Aura, Haywire, Mending,</span></p><p><span style="font-family: 'Calibri'">Level 1 - Mage Armour, Magic Missile (3 missiles), Obscuring Mist, Cause Fear, Sleep, Feather Fall, Shield</span></p><p><span style="font-family: 'Calibri'">Level 2 - Blur, Invisibility, Protection from Arrows/Bullets, Acid Arrow, Darkvision, Web</span></p><p><span style="font-family: 'Calibri'">Level 3 - Fireball, Electromagnetic Pulse, Dispel Magic, Flaming Projectiles, Haste</span></p><p><span style="font-family: 'Calibri'">Level 4 - Arcane Eye, Dimension Door, Wall of Fire</span></p><p><span style="font-family: 'Calibri'">Level 5 - Passwall</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Fuel Spell</strong></span></p><p><span style="font-family: 'Calibri'">The Combat Mage can sacrifice a little bit of their life force to provide energy to be able to cast more spells. As a move equivalent action with a Concentration check DC 10, can temporarily sacrifice 2 hit points for 1 spell level, or 1 point of Constitution for 1d4 spell levels. By increasing the Concentration check DC by +2, doubles the amount sacrificed for double the spell levels gained. This can be done up to 5 times per day.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Resist Spells</strong></span></p><p><span style="font-family: 'Calibri'">The Combat Mage has trained, and exposed themselves to different spells to increase their resistance to magic, gaining +1 to all Saves against magical effects and spells.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Magic Blast</strong></span></p><p><span style="font-family: 'Calibri'">The Combat Mage can convert spell levels into magical energy to allow them to fire a short ranged burst of magical energy to damage an opponent. As a move equivalent action, with a Concentration check DC 10, can convert spell levels into a magical attack that allows 2 attacks per spell level (level 0 only provides 1 attack), that deals 1d4 points of nonspecific magical energy, critical 20x2, with a range increment of 20 feet, requiring a ranged touch attack. These attacks can be held for 3 rounds before the magical energy disappears.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Absorb Spell</strong></span></p><p><span style="font-family: 'Calibri'">The Combat Mage can attempt to absorb a spell directed at them, cancelling its effects, and power additional spells. Sacrificing an Attack of Opportunity, the Combat Mage can make a Will save DC the spell DC +2, to absorb the spell, converting it into magical energy. On a successful save, the spell has no effect, and the Combat Mage gains half the spell levels of the spell to cast their own spells. If failed the save by less than 5, the spell has no effect, but can't use the energy. Failing more than 5, the spell takes normal effect. This doesn't work against area spells that are not centered on the Combat Mage directly.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><span style="font-size: 18px"><strong>Acid Arrow</strong></span></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><em>2 evocation</em></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><em>Casting Time: 1 action</em></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><em>Range: 90 feet</em></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><em>Target: A target within range</em></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><em>Components: V S M (Powdered rhubarb leaf and an adder's stomach)</em></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><em>Duration: Instantaneous</em></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.</span></span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9323862, member: 6668634"] [FONT=Calibri][SIZE=7][B]Combat Mage[/B][/SIZE] Combat Mages are mages that can be hired for magical combat. They use a number of different spells to allow for flexibility in a fight, which they can cast spontaneously, although they are not sorcerers. Typically equipped with an armoured robe, a 9mm pistol and a wand of burning hands. [B][SIZE=5]Combat Mage Low Level[/SIZE][/B] Type: humanoid Size: medium CR: 1 Hit Points: 3d8+3 (17 hp) Mas: 11 Init: +1 Speed: 30 ft Defense: 16, touch 15, flatfoot 14 (10 +1 Dex +1 Armoured Robe, +4 mage armour*) BAB/Grp: +2 / +1 FS/Reach: 5 ft / 5 ft Attacks: Knife +1 melee (1d4-1), or Pistol +3 ranged (2d6, 40 ft), or Spell/Wand +3 ranged Special Attacks: Special Qualities: Fuel Spell, Resist Spell Allegiances: Saves: Fort +2, Reflex +2, Will +4 Reputation: +1 Abilities: Str 9, Dex 12, Con 12, Int 14, Wis 12, Cha 10 Skills: Concentration +2, Craft (chemical) +2, Hide +4, Knowledge (arcane lore) +4, Listen +2, Move Silently +3, Navigate +2, Search +2, Spellcraft +2, Spot +2, Survival +2, Treat Injury +1, Use Magic Device +3 Feats: Arcane Skills, simple weapons proficiency, Personal Firearms Proficiency Possessions: robe, knife, 9mm pistol, 50 rds 9mm ammunition, spell components, wand of burning hands (20 +2d10 charges), rations, personal items. Organization: Single, pairs, squad (4), or larger formations (5, 12, 24). [B]Combat[/B] Combat Mages generally stay at the outer edges of combat, casting Mage Armour immediately to protect themselves, only moving close to use any spells that require closer proximity to be effective. They'll work with other combatants, striking distant foes to weaken them for any close combat fighters, or use an enemy's focus on other combatants to their advantage to land a strike. They are also trained to use fire arms to use when they run out of spells, or against magically resistant targets. They also carry a wand of burning hands to help supplement their combat. [B]Spells Per Day[/B] Lvl 0 - 4, DC 12 Lvl 1 - 4, DC 13 [B]Spells Known[/B] Level 0 - Daze, Resistance, Mending, Message Level 1 - Mage Armour, Magic Missile (2 missiles), Obscuring Mist Spell DC [B]Fuel Spell[/B] The Combat Mage can sacrifice a little bit of their life force to provide energy to be able to cast more spells. As a move equivalent action with a Concentration check DC 10, can temporarily sacrifice 2 hit points for 1 spell level, or 1 point of Constitution for 1d4 spell levels. By increasing the Concentration check DC by +2, doubles the amount sacrificed for double the spell levels gained. This can be done up to 3 times per day. [B]Resist Spells[/B] The Combat Mage has trained, and exposed themselves to different spells to increase their resistance to magic, gaining +1 to all Saves against magical effects and spells. [B][SIZE=5]Combat Mage Mid Level[/SIZE][/B] Type: humanoid Size: medium CR: 5 Hit Points: 6d8+6 (36 hp) Mas: 11 Init: +1 Speed: 30 ft Defense: 17, touch 15, flatfoot 16 (10 +1 Dex +2 light undercover shirt, +4 mage armour*) BAB/Grp: +4 / +3 FS/Reach: 5 ft / 5 ft Attacks: Knife +3 melee (1d4-1), or Pistol +5 ranged (2d6, 40 ft), or Spell/Wand +5 ranged Special Attacks: Magic Blast Special Qualities: Fuel Spell, Resist Spell Allegiances: Saves: Fort +3, Reflex +3, Will +6 Reputation: +2 Abilities: Str 9, Dex 12, Con 12, Int 15, Wis 12, Cha 10 Skills: Concentration +6, Craft (chemical) +4, Hide +4, Knowledge (arcane lore) +6, Listen +4, Move Silently +3, Navigate +2, Search +3, Spellcraft +4, Spot +3, Survival +2, Treat Injury +3, Use Magic Device +5 Feats: Arcane Skills, simple weapons proficiency, Personal Firearms Proficiency, Armour Proficiency (light) Possessions: robe, knife, 9mm pistol, 50 rds 9mm ammunition, spell components, wand of burning hands (20 +2d10 charges), light undercover shirt, rations, personal items. Organization: Single, pairs, squad (4), or larger formations (5, 12, 24). [B]Combat[/B] Combat Mages generally stay at the outer edges of combat, casting Mage Armour immediately to protect themselves, only moving close to use any spells that require closer proximity to be effective. They'll work with other combatants, striking distant foes to weaken them for any close combat fighters, or use an enemy's focus on other combatants to their advantage to land a strike. They are also trained to use fire arms to use when they run out of spells, or against magically resistant targets. They also carry a wand of burning hands to help supplement their combat. [B]Spells Per Day[/B] Lvl 0 - 6, DC 12 Lvl 1 - 5, DC 13 Lvl 2 - 3, DC 14 Lvl 3 - 2, DC 15 [B]Spells Known[/B] Level 0 - Daze, Resistance, Mending, Message, Detect magical Aura, Haywire, Mending Level 1 - Mage Armour, Magic Missile (3 missiles), Obscuring Mist, Cause Fear, Sleep Level 2 - Blur, Invisibility, Protection from Arrows/Bullets Level 3 - Fireball, Electromagnetic Pulse [B]Fuel Spell[/B] The Combat Mage can sacrifice a little bit of their life force to provide energy to be able to cast more spells. As a move equivalent action with a Concentration check DC 10, can temporarily sacrifice 2 hit points for 1 spell level, or 1 point of Constitution for 1d4 spell levels. By increasing the Concentration check DC by +2, doubles the amount sacrificed for double the spell levels gained. This can be done up to 4 times per day. [B]Resist Spells[/B] The Combat Mage has trained, and exposed themselves to different spells to increase their resistance to magic, gaining +1 to all Saves against magical effects and spells. [B]Magic Blast[/B] The Combat Mage can convert spell levels into magical energy to allow them to fire a short ranged burst of magical energy to damage an opponent. As a move equivalent action, with a Concentration check DC 10, can convert spell levels into a magical attack that allows 2 attacks per spell level (level 0 only provides 1 attack), that deals 1d4 points of nonspecific magical energy, critical 20x2, with a range increment of 20 feet, requiring a ranged touch attack. These attacks can be held for 3 rounds before the magical energy disappears. [B][SIZE=5]Combat Mage High Level[/SIZE][/B] Type: humanoid Size: medium CR: 10 Hit Points: 12d8+12 (80 hp) Mas: 11 Init: +1 Speed: 30 ft Defense: 18, touch 15, flatfoot 17 (10 +1 Dex +3 undercover vest, +4 mage armour*) BAB/Grp: +9/+4 / +8 FS/Reach: 5 ft / 5 ft Attacks: Knife +8 melee (1d4-1), or Pistol +10 ranged (2d6, 40 ft), or Spell/Wand +10 ranged Full Attack: Knife +8/+3 melee (1d4-1), or Pistol +10/+5 (2d6, 40 ft), or Spell/Wand +10/+5 ranged Special Attacks: Magic Blast Special Qualities: Fuel Spell, Resist Spell, Absorb Spell Allegiances: Saves: Fort +3, Reflex +3, Will +6 Reputation: +2 Abilities: Str 9, Dex 12, Con 12, Int 16, Wis 13, Cha 10 Skills: Concentration +12, Craft (chemical) +6, Hide +4, Knowledge (arcane lore) +10, Listen +6, Move Silently +6, Navigate +4, Search +5, Spellcraft +9, Spot +5, Survival +5, Treat Injury +5, Use Magic Device +8 Feats: Arcane Skills, simple weapons proficiency, Personal Firearms Proficiency, Armour Proficiency (light), Armoured Caster, Combat Reflexes Possessions: robe, knife, 9mm pistol, 50 rds 9mm ammunition, spell components, wand of burning hands (20 +2d10 charges), light undercover shirt, rations, personal items. Organization: Single, pairs, squad (4), or larger formations (5, 12, 24). [B]Combat[/B] Combat Mages generally stay at the outer edges of combat, casting Mage Armour immediately to protect themselves, only moving close to use any spells that require closer proximity to be effective. They'll work with other combatants, striking distant foes to weaken them for any close combat fighters, or use an enemy's focus on other combatants to their advantage to land a strike. They are also trained to use fire arms to use when they run out of spells, or against magically resistant targets. They also carry a wand of burning hands to help supplement their combat. [B]Spells Per Day[/B] Lvl 0 - 8, DC 12 Lvl 1 - 8, DC 13 Lvl 2 - 6, DC 14 Lvl 3 - 5, DC 15 Lvl 4 - 3, DC 16 Lvl 5 - 2, DC 17 [B]Spells Known[/B] Level 0 - Daze, Resistance, Mending, Message, Detect magical Aura, Haywire, Mending, Level 1 - Mage Armour, Magic Missile (3 missiles), Obscuring Mist, Cause Fear, Sleep, Feather Fall, Shield Level 2 - Blur, Invisibility, Protection from Arrows/Bullets, Acid Arrow, Darkvision, Web Level 3 - Fireball, Electromagnetic Pulse, Dispel Magic, Flaming Projectiles, Haste Level 4 - Arcane Eye, Dimension Door, Wall of Fire Level 5 - Passwall [B]Fuel Spell[/B] The Combat Mage can sacrifice a little bit of their life force to provide energy to be able to cast more spells. As a move equivalent action with a Concentration check DC 10, can temporarily sacrifice 2 hit points for 1 spell level, or 1 point of Constitution for 1d4 spell levels. By increasing the Concentration check DC by +2, doubles the amount sacrificed for double the spell levels gained. This can be done up to 5 times per day. [B]Resist Spells[/B] The Combat Mage has trained, and exposed themselves to different spells to increase their resistance to magic, gaining +1 to all Saves against magical effects and spells. [B]Magic Blast[/B] The Combat Mage can convert spell levels into magical energy to allow them to fire a short ranged burst of magical energy to damage an opponent. As a move equivalent action, with a Concentration check DC 10, can convert spell levels into a magical attack that allows 2 attacks per spell level (level 0 only provides 1 attack), that deals 1d4 points of nonspecific magical energy, critical 20x2, with a range increment of 20 feet, requiring a ranged touch attack. These attacks can be held for 3 rounds before the magical energy disappears. [B]Absorb Spell[/B] The Combat Mage can attempt to absorb a spell directed at them, cancelling its effects, and power additional spells. Sacrificing an Attack of Opportunity, the Combat Mage can make a Will save DC the spell DC +2, to absorb the spell, converting it into magical energy. On a successful save, the spell has no effect, and the Combat Mage gains half the spell levels of the spell to cast their own spells. If failed the save by less than 5, the spell has no effect, but can't use the energy. Failing more than 5, the spell takes normal effect. This doesn't work against area spells that are not centered on the Combat Mage directly. [/FONT] [COLOR=black][FONT=Calibri][SIZE=5][B]Acid Arrow[/B][/SIZE] [I]2 evocation Casting Time: 1 action Range: 90 feet Target: A target within range Components: V S M (Powdered rhubarb leaf and an adder's stomach) Duration: Instantaneous[/I] A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.[/FONT][/COLOR] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top