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Evil organizations and dire cults abound in Theeurth, each
conspiring in its own way to bring the civilized lands under their
own dominion. Few organizations exist purely to battle this
evil tide. The Aelinn Council is one such organization.
Among the most secretive and powerful of the Council members
and allies are its wizards and sorcerers. The Council mages
carry the responsibility of providing arcane assistance to agents
of the council, largely in the form of potions and spells, but
occasionally in the form of battle.
Hit Die:d4
Requirements:
Alignment: Any nonevil
Skills: Concentration (4 ranks), Knowledge (arcana)(8 ranks),
Knowledge (any other )(4 ranks), Listen (2 ranks), Scry (4 ranks),
Sense Motive (2 ranks), Spellcraft (8 ranks)
Feats: Alertness
Spellcasting: Ability to cast 3rd-level arcane spells.
Special: Sponsorship by a Council member, approval of a
member of the Middle Council.
Class Skills:
The skills of an Council Mage (and the key ability for each
skill) are: Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int),
Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather
Information (Cha), Hide (Dex), Knowledge (any)(Int), Listen (Wis),
Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Scry
(Int), Speak Language (Int), Spellcraft (Int) and Spot (Wis).
Skill points at each level: 4+Int modifier.
Class Features:
All of the following are class features of the Council Mage prestige class:
Weapon and Armor: Council Mages are proficient in simple
weapons. They gain no proficiency with armor.
Spells per Day: A Council Mage training
focuses on magical learning. Thus with each level, he advances in spell casting ability. He does not, however,
gain any other benefit a character of that class would have gained
(metamagic or item creation feats, for instance).
Council Knowledge: The Council Mage has a knack for
picking up information. This works exactly like the bardic
knowledge skill.
Cantrip Mastery: At 1st level, Council Mages learn to
use Cantrips without memorization, as a Sorcerer. If the
Mage was previously a sorcerer, than this grants no further
ability.
Arcane Theory: At 2nd level, the Council Mage
gains a free Skill Focus in either Spellcraft or Knowledge (arcana).
Lorekeeper: At 3rd level, the Council Mage gains a free
Skill Focus in any one knowledge skill.
Improved Familiar: At 4th level, the Council Mage gains
the Improved Familiar feat.
Blessings of the Council: At 5th level, the Council Mage
gains a +2 insight bonus to all saves against magical effects.
| Class Level |
Base Attack
Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spells Per Day |
| 1st |
+0 |
+0 |
+0 |
+2 |
Council
Knowledge, Cantrip Mastery |
+1 level of
existing class |
| 2nd |
+1 |
+0 |
+0 |
+3 |
Arcane Theory |
+1 level of existing class |
| 3rd |
+1 |
+1 |
+1 |
+3 |
Lorekeeper |
+1 level of
existing class |
| 4th |
+2 |
+1 |
+1 |
+4 |
Improved Familiar |
+1 level of existing class |
| 5th |
+2 |
+1 |
+1 |
+4 |
Blessings of
the Council |
+1 level of
existing class |
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