Black Mage

HD: d6
Class Skills: Bluff, Ciphers, Concentration, Intimidation, Mysticism, Stealth
Skill Points: 2 per level

Level BAB Fort Ref Will Special 0 1 2 3
1st +0 +0 +0 +2 Spellcasting, Rebuke Undead 5 4 - -
2nd +1 +0 +0 +3 Lesser Archetype Feature 6 5 - -
3rd +1 +1 +1 +3 Fell Knowledge 6 6 3 -
4th +2 +1 +1 +4 Moderate Archetype Feature 6 6 4 -
5th +2 +1 +1 +4 Fiendish Familiar 6 6 5 3
6th +3 +2 +2 +5 Greater Archetype Feature, Capstone SLA 6 6 6 4
Proficiencies

The black mage is proficient with light armor and simple weapons. He does not suffer from spell failure while in light armor, though he suffers normally from all other kinds of armor and shields.

Spellcasting

The black mage casts arcane spells from a specialized list, which is included below. The black mage need not prepare spells ahead of time – he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Intelligence, which dictates both the DC of his spells and his bonus spells. To cast a spell, the black mage must have an Intelligence score equal to 10 + the level of the spell in question.

Rebuke Undead

The black mage may Rebuke Undead a number of times per day equal to 3 + his Charisma modifier.

Lesser Archetype Feature

At 2nd level, the black mage chooses one of the archetypes from the list below. Once made, this choice is final. He gains the appropriate lesser feature for his archetype. He also adds the listed spells to his spell list when he is capable of casting that level of spells.

Fell Knowledge
Moderate Archetype Feature

At 4th level, the black mage gains the appropriate moderate feature for his archetype.

Minion Mastery

At 5th level, any creature summoned by the black mage gains a bonus on attack rolls and Will saves equal to half the black mage’s Charisma modifier.

Greater Archetype Feature

At 6th level, the black mage gains the appropriate greater power for his archetype.

Capstone SLA

At 6th level, the black mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

Spell List

0th Level

1st Level

2nd Level

3rd Level

Demonologist (Archetype)

Bonus Spells:
(Lesser Archetype Power)

The casting time of any summoning spell cast by a demonologist is reduced to one standard action. If it is already a standard action or faster, this power has no effect.

(Moderate Archetype Power)

The demonologist may use his rebuke undead power to rebuke or command evil outsiders, creatures with the fiendish template, or evil creatures with the extraplanar subtype.

(Greater Archetype Power)

Whenever a demonologist summons a fiendish creature or a creature with the [Evil] subtype using a spell or SLA, the spell is automatically extended, and neither increases the slot used nor increases the casting time.

Hexer

Bonus Spells:
(Lesser Archetype Power)

As a free action, a hexer can exude fear in a 5 foot radius. Affected creatures are shaken. This is a mind-affecting fear effect, and if a creature saves against it, it cannot be affected for 24 hours. The DC to resist the fear is equal to 10 + 1/2 the hexer’s HD + the hexer’s Charisma modifier.

(Moderate Archetype Power)

A hexer exudes an aura that reduces the saves of all foes within 10 feet by 2. There is no save and the penalty persists until the foe has moved out of range of the aura. This ability does not stack with similar abilities, such as that of other hexers or reaver zealots.

(Greater Archetype Power)

Three times per day, a hexer may elect to treat any roll made by an opponent as a natural one. He must declare that he is using this power before the die is rolled, but may do so at any time.

Necromancer (Archetype)

Bonus Spells:
(Lesser Archetype Power)

A necromancer may summon undead creatures of the appropriate level when using Summon Monster, as if he knew the Summon Undead spell line. In addition, when using his rebuke undead ability, a necromancer may command a number undead whose hit dice do not exceed twice his level.

(Moderate Archetype Power)

The undead commanded by a necromancer are particularly nimble – any undead created by or commanded by a necromancer gains a +4 profane bonus to Dexterity and 10 foot bonus to its base land speed. In addition, any zombies created or commanded by a necromancer are not limited to single actions only.

(Greater Archetype Power)

A necromancer becomes immune to negative energy, level drain and ability drain.

Pestilent

Bonus Spells:
(Lesser Archetype Power)

A pestilent becomes immune to the effects of disease (though he may still contract them and spread them) and to the distraction ability of swarms. He may only carry a number of diseases at one time equal to his Constitution modifier.

(Moderate Archetype Power)

A pestilent may use his rebuke undead ability to rebuke or command vermin.

(Greater Archetype Power)

Any disease transmitted by a pestilent, whether through a spell or through normal infection, gains a +2 bonus to its DC and measures its incubation period in minutes rather than days.

Void Cultist

(Archetype)
Bonus Spells:
(Lesser Archetype Power)

A void cultist gains a natural tentacle attack that does 1d6 bludgeoning damage, with a critical range of 20/x3 and a range of ten feet. A void cultist may use this tentacle to deliver touch attacks.

(Moderate Archetype Power)

A void cultist may apply the pseudonatural template to any of his summons. If the summon already had a template, the pseudonatural template replaces it.

(Greater Archetype Power)

A void cultist gains cold resistance 10 and no longer needs to eat, drink, sleep, or breathe.

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