Sunteți pe pagina 1din 3

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 mage’s 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 1 st level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier.

Table 3-16: The White Mage

 

Level

Base

Fort

Reflex

Will

Special

MP

Spell

Attack Bonus

Save

Save

Save

Level

1 st

+0

+0

+0

+2

White Magery, Limit Breaks

2

1 st

2 nd

+1

+0

+0

+3

 

3

1 st

3 rd

+1

+1

+1

+3

 

5

1 st

4 th

+2

+1

+1

+4

Bonus Feat

8

2

nd

5 th

+2

+1

+1

+4

White Magery

11

2

nd

6 th

+3

+2

+2

+5

 

16

3

rd

7 th

+3

+2

+2

+5

 

21

3

rd

8 th

+4

+2

+2

+6

Bonus Feat

28

4

th

9 th

+4

+3

+3

+6

White Magery

35

4

th

10 th

+5

+3

+3

+7

Doublecast (1/day)

44

5

th

11 th

+5

+3

+3

+7

 

53

5

th

12 th

+6/+1

+4

+4

+8

Bonus Feat

62

6

th

13 th

+6/+1

+4

+4

+8

White Magery

73

6

th

14 th

+7/+2

+4

+4

+9

 

86

7

th

15 th

+7/+2

+5

+5

+9

Clear Mind

99

7

th

16 th

+8/+3

+5

+5

+10

Bonus Feat

114

8

th

17 th

+8/+3

+5

+5

+10

White Magery

129

8

th

18 th

+9/+4

+6

+6

+11

1 MP Spell (1/day)

136

9

th

19 th

+9/+4

+6

+6

+11

 

152

9

th

20 th

+10/+5

+6

+6

+12

Quad-Cast (1/day), Bonus Feat

169

9

th

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 mage’s 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 1 st -level spells, Wis 12 for 2 nd -level spells, and so forth). The Difficulty Class for a saving throw against a white mage’s spell is 10 + the spell level + the white mage’s 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

6th

7th

8th

9th

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

2

13th

4

4

4

3

3

2

14th

4

4

4

3

3

3

2

15th

4

4

4

3

3

3

2

16th

4

4

4

4

3

3

3

2

17th

4

4

4

4

3

3

3

2

18th

4

4

4

4

3

3

3

3

2

19th

4

4

4

4

4

3

3

3

2

20th

4

4

4

4

4

3

3

3

3

Limit Breaks (Su): At 1 st 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 1 st , 5 th , 9 th , 13 th , and 17 th 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.

Healing Mastery: This increases the white mage’s caster level by 1 for all spells with a healing descriptor.

Spell Penetration: This increases the white mage’s caster level checks by 1 made to overcome a creature’s spell resistance. This stacks with the Spell Penetration feat.

Bonus Feats: At 4 th , 8 th , 12 th , 16 th , and 20 th 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 10 th 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 15 th 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 18 th 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 20 th 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.