Plucky Mage (Apath)

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Unofficial rules compendium

The plucky mage is one everyone envies. Seemingly effortlessly he makes a fool of enemies and charms his way through the world.

Class Skills

Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Forgery (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha).

Skills in italics are new class skills to this bloodline.

Skill Points at each level: 6 + Int modifier. This replaces sorcerer bloodline: arcana, feats, and powers.

Class Features

This archetype has all normal class features, except as noted.

Bonus Spells

A plucky mage learns the following spells at the indicated levels, adding them to his known spells and spell list, as applicable. This replaces bloodline bonus spells.

Mage armor (3rd), find traps (as a 2nd level sorcerer spell) (5th), haste (7th), arcane eye (9th), telepathic bond (11th), getaway (13th), mage's magnificent mansion (15th), binding (17th), freedom (19th).

Arcane Bond (Su)

At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. If you pick a bonded object, it is generally a memento of a teacher, parent, or loved one. Besides the normal options, it can be any kind of small personal object. In this case it need only be in your possession to not disturb your magic, but must be held in your hand to be used. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

Table: Plucky Mage

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Cantrips, Eschew Materials 3
2nd +1 +0 +0 +3 4
3rd +1 +1 +1 +3 Mage armor 5
4th +2 +1 +1 +4 6 3
5th +2 +1 +1 +4 Find traps 6 4
6th +3 +2 +2 +5 6 5 3
7th +3 +2 +2 +5 Haste 6 6 4
8th +4 +2 +2 +6 6 6 5 3
9th +4 +3 +3 +6 Arcane eye 6 6 6 4
10th +5 +3 +3 +7 6 6 6 5 3
11th +5 +3 +3 +7 Telepathic bond 6 6 6 6 4
12th +6/+1 +4 +4 +8 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 Getaway 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Mage's magnificent mansion 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 Binding 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 Freedom 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 6 6 6 6 6 6 6 6 6

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class Skills
  • Bloodline Arcana
  • Bloodline Powers (All)
  • Bloodline Spells (All)
  • Bloodline Feats (All)