The Black Mage

Hit Point Rate: 5

Class Skills: Bluff, Concentration, Craft, Insight, Intimidate, Linguistic, Knowledge (any), Perception, Profession

Skill Points: 2 + Int per level

Level BAB Fort Will Ref Class Features
1 0 -2 0 0 Spellcasting, Tainted Clinging, Lesser Archetype Power
2 +1 -1 +1 +1 Principles of the Dark Arts, Lesser Racial Power
3 +2 0 +2 +2 Moderate Archetype Power
4 +3 +1 +3 +3 Pest, Moderate Racial Power
5 +4 +2 +4 +4 Fell Knowledge
6 +5 +3 +5 +5 Capstone SLA, Greater Archetype Power, Greater Racial Power

Class Features

Proficiencies: The black mage is proficient no armor but simple weapons and scythes. A blackmage suffers from arcane spell failure and must have at least a single free hand. Quarterstaffs, scythes and caster weapons do not break this condition.

Spellcasting: The black mage can cast arcane spells and some divine spells. He has a restricted spell list: All conjuration, divination and universal spells from the wizard spell list and all necromancy spells from either the cleric or the wizards spell list and all wizard spells with the [darkness] descriptor. A black mage can choose any one additional school. The black mage casts and prepares spells as a wizard. He requires eight hours of rest to refresh his spells. His sole casting stat is Intelligence.

Spells per day
Level0123
1st4--
2nd5--
3rd63-
4th64-
5th653
6th664

Tainted Clinging: The blackmage receives +4 caster level to compute the duration of a spell or when someone tries to dispel one of your spell effects. This ability only works for summoning and spells that cause negative status effects, such as fear.

When the blackmage harmed a creature with a melee or melee touch attack, she receives -2 to saving throws versus your next spell. When the blackmages uses chopping spell, the spell counts as next spell for this purpose.

Principles of the Dark Arts: The black mages makes himself more vulnerable to receive +2 caster level until the start of his next turn. Doing so is a free action in which the black mage inflicts himself one point of damage per character level. All damage he takes during that time is considered vile damage. When using to cast a spell that lasts for more then one round, the spell still receives the bonus after the end of the round.

Vile Damage: Damage with the vile descriptor is subject to the same damage reductions and resistance as its original type. When you took vile damage within the last 24h, you emit an evil aura and count as evil creature for the 24h or until healed whichever comes first. Vile damage cannot be healed by positive energy. While novices suffer the aftermath for days, experienced Blackmages usually heal through the use of life leech or negative energy effects through the Desecrate spell.

Pest: When an enemy is under the effect of one of your spells and fails on a saving throw of one of your spells, the duration of your spell is set to its maximum duration.

Fell Knowledge: The black mage gains an untyped +4 bonus to skill checks for incantations and +2 caster level for the creation of magic items. In addition, he counts as having any spell on his spell list, if a wizard or cleric of his level would have it, for item creation and for using scrolls and wands.

All attributes of your minions are heightened by 4.

Capstone SLA: 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 based on his Intelligence modifier.

Feats: Academic Knowledge, Bolstered Enchantments

Archetypes

Demoniac

Bonus Spells:

  • 1:Summon Dretches
  • 2:Flames of Azzagrat
  • 3:Babau ambush, Maw of Belcheresk
  • Capstone SLA: Abyssal Claws

Demoniacs may not use the arcane strike feat for their claw attacks. If the Demoniac posseses magic items that improve unarmed strikes, all their natural weapons are improved.

Lesser Archetype Power: The demoniacs body becomes more demon like. They gets full base attack bonus, fair fortitude saves, 6HPR and claws that deal 1d8 damage 20/*3 crit.

The Demoniacs claws gains one size increment to their claws (improving them to 2d6). The size increment stacks with actual increments to size, like enlarge, but not to the improved natural attack feat.

Moderate Archetype Power: Whenever the demoniac casts a spell that requires a saving throw, she also has a chance to summon dretches. The amount of dretches, duration etc are as if she had cast Summon Dretches.

The Demoniacs claws gains one size increment to their claws (improving them to 3d6). The size increment stacks with actual increments to size, like enlarge, but not to the improved natural attack feat.

Greater Archetype Power: The demoniac learns to bind the essence of demons into items. When creating magic items, she may sacrifice a helpless demon. For the purpose of creating this item, she counts as having all spells available that the demon could cast. In addition the demoniacs caster level is increased by half the demons CR for the purpose of creating the item.

The Demoniacs claws gains one size increment to their claws (improving them to 4d6). The size increment stacks with actual increments to size, like enlarge person, but not to the improved natural attack feat.

Feats: Faithless Claws

Enchanter

An Enchanter can choose one school less and always has the enchantment school.

The enchanter has Bluff and Diplomacy as a class skill.

Bonus Spells:

HD caps on his enchantment spells are eliminated and the enchanter may use `Person` spells on all creature types.

Lesser Archetype Power: An enchanter may add +4 to all his Bluff, Diplomacy and Disguise checks versus opponents which are under the influence of one of his enchantment spells.

When casting an spell on an opponent in melee, attacks of opportunity, from anyone, are not provoked if the target fails their saving throw.

Moderate Archetype Power: If an enchanter is able to cast a spell of the enchantment school upon an opponent that is not hostile to the enchanter, or under gentleman's agreement, the DC of that spell increases by 2.

The duration of all enchantment spells with a duration longer than one single turn is heightened to the next duration type. Rounds → minutes → ten minutes → hours → days.

Greater Archetype Power: The enchanter can turn any enchantment spell that targets a single creature into a multi target spell which targets one creature per three caster levels. All have to be within 0m of each other. Furthermore, the enchanter may turn enchantment spells which target multiple creatures or an area into single target spells.

Feats: Team Building

Hyperborean

Bonus Spells:

  • 1: Ice Slick, Winter's Chill (SpC), Ice armor
  • 2: Creeping Cold (SpC), Snowball (Pf)
  • 3: Arctic Haze (FB), Icelance (SpC)
  • Capstone SLA: Ice Storm or Wall of Ice
The hyperborean receives proficiency with the Ice Armor from the homonymous spell.

Lesser Archetype Power: Attacks from the hyperborean and their summons deal 1d6 points of bonus cold damage at the first level which improves by 1d6 every odd level therafter.

Additionally, when the hyperborean prepares spells, instead of preparing a normal ice armor spell, he may touch an armor to prepare an ice armor spell that creates a copy of the touched armor. The armor type is kept. Armors have at least 4 points of base armor class and at most 4 points of base maximum dexterity modifier. Also the spells duration increases to 24h.

Moderate Archetype Power: Anytime a hyperborean deals damage to an opponent with a [cold] spell the opponent receives a fortitude saving throw or is slowed for one turn. If the spell has already a fortitude saving throw it is shared. A successful save protects the creature from other attempts for one turn.

The hyperborean ice armor cannot be destroyed and provides 4+the hyperboreans level points of fire and cold resistance. The hyperborean may use the ice armor spell on a target that already wears an armor to solely provide the resistances.

Greater Archetype Power: Enemies that have cold immunity are still affected by the hyperboreans spells and moderate archetype power. The hyperborean may also convert his cold damage to physical damage.

When the hyperborean copies an armor the enchantment bonus and special abilities can be copied. This only affects enchantment special qualities (those usually have an enchantment bonus equivalent or can be added for a specific amount of gold to any item), such as light fortification, but not unique abilities from special magic items.

Feats: Blizzard, Energy Aptitude, Frost Armor, Frost Wall, Ice Sculptor

Illusionist

An illusionist can choose one school less and always has the illusion school.

Bonus Spells:

  • 1: Instant Diversion (RotD), Net of Shadows (SpC)
  • 2: Phantasmal Assailants (SpC), Vertigo (PHBII)
  • 3: Mask of the Ideal (CM), Shadow Binding (SpC)
  • Capstone SLA:Replicate

Lesser Archetype Power: As a full-round action the Illusionist may use the senses of an illusion instead of his own. Breaking this effect is a free action.

A Illusionist may prepare any of their damage dealing spells as shadow conjuration, the spell becomes an illusion spell with the shadow subtype. The original saving throw is removed, instead it may make a will save to disbelieve and have no further effect. If the targets fail their will save, resistances etc do not apply.

Moderate Archetype Power: An illusionist may concentrate on a number of illusion spells equal to his charisma modifier as a free action and use any illusion as origin of his spells.

Additionally, the Illusionist gains a +2 on DCs when an opponent cannot perceive the illusionist.

Greater Archetype Power: After casting an illusion spell, a illusionist may swap his position with one of his illusions and he may choose to even swap the looks of his illusions and of himself as with the disguise spell.

The Illusionists illusion spells seem very real, even opponents with true seeing need to succeed a will save to disbelieve them.

Feats: True Replication

Knight Of The Beyond

Bonus Spells:

The Knight of the Beyond is proficient with medium armor and martial weapons. Ride is a class skill and they gain the mounted combat feat for free.

Lesser Archetype Power: The Knight of the Beyond becomes one entity with their summoned mount. As long as the Knight of beyond is riding a mount they summoned, the mount cannot be harmed by any means other than dispel effects. The Knight of the Beyond may use any mounted maneuvers and uses the speed of the mount. Athletics checks from the mount are substituted by ride checks of the Knight of the Beyond. The mount can move, but not perform any other actions such as attacks.

The knight of the beyond has good base attack bonus.

Moderate Archetype Power: Whenever the Knight of the Beyond Attacks an enemy with a melee attack or the mist coil spell, they mark that enemy until the end of their next turn. Anyone within 9m may perform an additional attack against a marked enemy as a swift action.

Greater Archetype Power: Allies of the Knight of the Beyond within 9m of a marked enemy may move half their speed towards the enemy (up to 9m) as a free action once per turn.

The Knight of the Beyond may choose one spell or spell-like ability they can use, this spell is automatically activated if their life is in grave danger. This spell is activated as an immediate action, the next time the knight of the beyond is bloodied through after taking damage.

Feats: None.

Necromancer

Bonus Spells:

  • 1:Chill of the Grave (SpC), Death Knell
  • 2:Death Armor (SpC), Kelgore's Grave Mist (PHBII)
  • 3:Undead Lieutenant (SpC), Animate Dead
  • Capstone SLA:Threshold to Eternity or Death Ward

Lesser Archetype Power: The necromancer receives the channel divine energy feature of the cleric. The necromancer may deal 2d6 + 1d6 per two levels negative energy damage with touch spells additional to their normal effects.

Moderate Archetype Power: When casting a spell on or attacking a creature affected by spell with the bane descriptor the that creature takes 5+charisma modifier points of damage.

Greater Archetype Power: When the necromancer expends a channel divine energy use to receive a benefit, e.g. divine might he shares that bonus with his undead minions.

Feats: None.

Occultist

The Occultist may use invocations and eldritch blast as a Complete Arcane Warlock, her caster level is her class level and the primary attribute intelligence. She learns a number of invocations as indicated in the table below.

LevelKnownInvocationsShapesEssences
1 1 Least Least Least
2 2 Least Least Least
3 3 Least Least Least
4 4 Least Least Least
5 5 Lesser Lesser Lesser
6 6 Lesser Lesser Lesser

Bonuses to skill checks are always insight bonuses and only provide at most a +4 bonus.

A Occultist may not learn eldritch glaive.

  • Capstone SLA: Scrying

Lesser Archetype Power: Eldritch blasts trigger count as melee attack for the purpose of tainted clinging.

The Occultist may use spells that buff melee weapon attacks, such as blade of blood or fiery blades, to improve their eldritch blast.

Moderate Archetype Power: The Occultist learns a special way to use eldritch blasts, the Eldritch spell weave.

Eldritch spell weave: A Eldritch spell woven blast delivers a touch ability with a successful attack using the eldritch blast. The spell must have a melee touch or a ranged touch range and must have an action of a single standard action or a single full-round action. Instead of a normal touch attack make a eldritch blast attack roll that deals normal damage and the ability takes effect without an additional attack roll. If you miss the ability is lost. If the spell has multiple charges or multiple projectiles, it works like holding the charge. Multiple projectiles count as having multiple charges, but still if you miss some charges they are lost.
Eldritch spell weave cannot be combined with the chopping spell feat, blast essences or blast shapes. When using the eldritch blast this way casting the spell costs two spell slots.

Greater Archetype Power: Eldritch spell weave can now be combined with either a single blast essence or a blast shape.

The Occultist may concentrate on a single spell with a duration of at least two turns, while they do so, the duration of this spell does not expire.

Feats: Ability Specialization, Eldritch Metamagic, Epic Ability Specialization, Extra Invocation

Pyromancer

Bonus Spells:

The pyromancer adds all fire summoning spells on his spell list.

Lesser Archetype Power: The Pyromancer adds her level to any fire damage dealt and to spells with the fire descriptor.

The Pyromancer may use full-round action spells with the fire descriptor as standard action.

Moderate Archetype Power: The Pyromancer may cast buff spells in a special way, i.e., burning it. If the duration is at least one turn per level, the Pyromancer may reduce their duration to one single turn. All numerical effects of the buff are doubled. Except (direct or indirect) bonuses to DCs. E.g. haste would not create two attacks but a +2 bonus to AC, reflex saves and AR.

When a Pyromancer uses a fire spell against an opponent with spell resistance, she may do a pierce spell resistance check to try to remove the spell resistance. If it succeeds the spell resistance turns of for 1 minute.

Greater Archetype Power: The Pyromancer may apply one level of metamagic for free to spells with the fire descriptor. This bonus stacks with the those from the fire attunement feat.

When a Pyromancer uses a single target, single instance fire spell against a creature under the effect of a temporary spell effect, the Pyromancer may dispel the effect as a targeted dispel magic spell would.

Feats: Energy Aptitude, Epic Pyromancy, Fire Attunement, Fire Elemental Specialization, Hot Elementals

Ritualist

Bonus Spells:

  • 1:the ritualist gains the learn incantation feat for one incantation of his choice (he doesn't need a library for this)
  • 2:the ritualist gains the learn incantation feat for one incantation of his choice (he doesn't need a library for this)
  • 3:the ritualist gains the learn incantation feat for one incantation of his choice (he doesn't need a library for this)
  • Capstone SLA:Once per day he may cast one spell up to fourth spell level for which he has the corresponding incantation feat as a SLA
The Ritualist adds a special Knowledge skill to his list of skills: Knowledge(Rituals)

Lesser Archetype Power: The ritualist may choose to heighten the action of a standard action spell to a full-round action. If he does so his CL for this spell increases by 2 and the CL cap for that spell increases by 4.

Moderate Archetype Power: When performing an incantation the ritualist may substitute one of the necessary skill checks with a Knowledge (rituals) check. The DC of the Skill check stays the same. Also the ritualist may attempt 2 skill checks per turn when performing a ritual. In addition any Incantation the Ritualist is Part of has a by 4 higher DC.

Greater Archetype Power: The ritualist can use the learn incantation feat to learn a single wizard or sorcerer spell up to fourth level as an incantation. He can learn that incantation either in a library or from a Scroll (the scroll doesn't get consumed). In addition he may cast every wizard or sorcerer spell up to fourth level as an incantation. This requires a casting time of 1 round / spell level (unless the normal casting time of the spell is longer) and has the normal prerequisites of casting an incantation (he needs to either have a library and the spell scroll at hand or to have the corresponding feat for the spell). He has to succeed on a Knowledge (Arcana) check and a Knowledge (Rituals) Check both with DC's of 21 + Spell level (he can fail once) to successfully cast the spell.

Feats: Metamagic Ritual, Unravel The Arcane Mysteries

Thunder Caller

Bonus Spells:

Lesser Archetype Power: The Thunder Caller receives the chopping ability feat and may even use it with ranged attacks. He may convert any sonic or lightning spell into a touch spell: To do so he makes a touch attack for the target in the center or the first target hit by the spell. If the target is hit with the touch attack, it does not receive a saving throw to avoid the damage. However, secondary effects can be resisted. And secondary targets are affected as normal.

If the Thunder Caller does not use the chopping ability his lightning spells arc and hit one additional target.

Moderate Archetype Power: Whenever the Thunder Caller's weapon attacks deal sonic damage, they ignore material based damage reduction. Whenever his weapon attacks deal lightning damage, they receive a +4 bonus on attack rolls.

When casting a hostile spell that deals no damage, the Thunder Caller may choose to deal 1d6 points of sonic damage two per levels to the spells effect. However, this cannot be used together with the touch spell conversions.

Greater Archetype Power: When casting buff spells on allies or summoning creatures, the thunder caller adds a small buff granting 3m movement speed, +2 to reflex saves and evasion for 3 turns.

After casting a spell and while channeling Primordial Storm the Thunder Caller may fly 1.5m per spell level instead of doing a 1.5m step and levitates until the end of his next turn.

Feats: Energy Aptitude, Fast As Lightning

Ur-Priest

  • Capstone SLA:False Future

Lesser Archetype Power: The Ur Priest may add spells on the priest class spell to his spell list. He can learn them by using scrolls.

Moderate Archetype Power: The Ur Priest gains channel energy as a Cleric.

Greater Archetype Power: As an immediate action, the Ur Priest may apply anti metamagic to spells cast by a creature within 9m of the Ur Priest. Doing so costs a number of channel energy that is stated. In order to do so, he needs to know the appropriate feat as summarized in the table below. This ability is a spell-like ability that allows spell resistance.

MetamagicCostAnti metamagicEffect
Extend spell1Shorten spellDuration of a spell is halved.
Enlarge spell2Shrink spellArea of effect is halved.
Empower spell3Dampen spellAll variable numerical effects are halved.
Quicken spell4Slow spellCasting spell is a full-round action

If a spell is subject to a metamagic and its anti metamagic, the effects cancel out.

Feats: None.

Witchdoctor

Bonus Spells:

A Witchdoctor may cast all banes as a blackmage.

Witchdoctors always have heal as class skill and gain poison use.

Lesser Archetype Power: The duration of all Witchdoctor spells with a duration of multiple turns or at least 1 turn per level are increased by one turn.

The area of effect of the Witchdoctors banes is doubled and their duration to one minute per level.

Moderate Archetype Power: After a creature that suffered under a debuff of the witchdoctor dies, his next fast healing spell or totem is cast with +4 caster level. After a creature affected by one of the Witchdoctors beneficial effect becomes unconscious his next hex or spell from the necromancy school is cast with +2 DC which increases to +4 when an allied player died.

All of the Witchdoctors range touch spells receive range close.

Greater Archetype Power: When the witchdoctor uses poisons, which envenom weapons, they may use it as part of on melee and ranged touch spells.

All totems summoned by the Witchdoctor are incorporeal, though their abilities affect corporeal creatures normally.

Feats: Shrunken Heads