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White Mage

As a White Mage, the primary role is to use the healing powers to keep a party healthy. However, the White Mage can also buff the party to protect them from damage and status effects.

GAME RULE INFORMATION


White Mages have the following game statistics. Abilities: Wisdom determines how powerful a spell a white mage can cast, how hard those spells are to resist, and how many additional MP a white mage receives from a high attribute. A high Dexterity score is helpful for a white mage, who typically wears little or no armor, because it provides his with a bonus to Armor Class. A good Constitution score gives a white mage extra hit points, a resource that he is otherwise very low on. Alignment: Any. Hit Die: d4.

Class Skills
The white mages class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at 1st level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. Table 3-16: The White Mage Base Fort Level Attack Bonus Save 1st +0 +0 nd 2 +1 +0 3rd +1 +1 th 4 +2 +1 th 5 +2 +1 6th +3 +2 th 7 +3 +2 8th +4 +2 th 9 +4 +3 10th +5 +3 th 11 +5 +3 th 12 +6/+1 +4 13th +6/+1 +4 th 14 +7/+2 +4 15th +7/+2 +5 th 16 +8/+3 +5 17th +8/+3 +5 th 18 +9/+4 +6 th 19 +9/+4 +6 20th +10/+5 +6

Reflex Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special White Magery, Limit Breaks

MP 2 3 5 8 11 16 21 28 35 44 53 62 73 86 99 114 129 136 152 169

Bonus Feat White Magery

Bonus Feat White Magery Doublecast (1/day) Bonus Feat White Magery Clear Mind Bonus Feat White Magery 1 MP Spell (1/day) Quad-Cast (1/day), Bonus Feat

Spell Level 1st 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th

Class Features All of the following are class features of the white mage. Weapon and Armor Proficiency: White Mages are proficient with the club, sling, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a white mages movements, which can cause her spells with somatic components to fail.

Spells: A white mage casts white mage spells which are drawn the white mage spell list. To learn or cast a spell, the white mage must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a white mages spell is 10 + the spell level + the white mages Wisdom modifier. In addition, a white mage gains additional MP for having a high attribute (Wisdom). Table 3-17: White Mage Spells Known Level 1st 2nd 3rd 4th 5th 1st 2 2nd 2 3rd 2 4th 3 2 5th 3 2 6th 3 3 2 7th 4 3 2 8th 4 3 3 2 9th 4 3 3 2 10th 4 4 3 3 2 11th 4 4 3 3 2 12th 4 4 3 3 3 13th 4 4 4 3 3 14th 4 4 4 3 3 15th 4 4 4 3 3 16th 4 4 4 4 3 17th 4 4 4 4 3 18th 4 4 4 4 3 19th 4 4 4 4 4 20th 4 4 4 4 4

6th 2 2 3 3 3 3 3 3 3

7th 2 2 3 3 3 3 3

8th 2 2 3 3 3

9th 2 2 3

Limit Breaks (Su): At 1st level, the white mage receives the Limit Breaks (Healing Wind and Breath of the Earth). Healing Wind (Su): This Limit Break causes a cooling wind to ripple through you and your allies within 30 feet, healing for 1d4 points of damage per white mage level and providing a Fast Healing 1 and increases by +1 per four white mage levels for 5 rounds. Breath of the Earth (Su): This Limit Break causes the earth to rupture partially and releases a warm wind encompassing you and your allies within 30 feet, curing any negative status effects and providing a +2 morale bonus to saving throws against status effects per four white mage levels for up to 5 rounds. White Magery: At 1st, 5th, 9th, 13th, and 17th level, a white mage increases her power with her spells. At each such opportunity, she can choose from the list of the following (with a limit of 2 per): Increased Healing: This increases any healing spell the white mage casts by 1 extra die of the appropriate type. This allows you to overcome any healing cap a spell might restrict you to. Spell Mastery: This increases the DC for all of the white mages spells by 1.

Healing Mastery: This increases the white mages caster level by 1 for all spells with a healing descriptor. Spell Penetration: This increases the white mages caster level checks by 1 made to overcome a creatures spell resistance. This stacks with the Spell Penetration feat. Bonus Feats: At 4th, 8th, 12th, 16th, and 20th level, a white mage gains a bonus feat. At each such opportunity, he can choose a metamagic feat or an item creation feat. The white mage must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets every three levels. Doublecast (Su): At 10th level, once per day, a white mage can take a full-round action to cast two spells. The white mage pays MP for both spells as normal and if a Concentration check is needed, she must check for both spells. She must also indicate the targets before spells are resolved. Clear Mind (Ex): At 15th level, a white mage can regain her MP quicker. The white mage must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. The white mage regains MP equaling her Wisdom modifier per hour. 1 MP Spell (Su): At 18th level, once per day, a white mage can reduce the cost of spells to 1 MP. Once activated, the following round, any spells the white mage casts only cost 1 MP. This ability ends at the end of that round. Quad-Cast (Su): At 20th level, once per day, a white mage can take a full-round action to cast four spells. The white mage pays MP for all four spells as normal and if a Concentration check is needed, she must check for all four spells. She must also indicate the targets before spells are resolved.

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