Halcyon Mage (Apath)

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Unofficial rules compendium

Halcyon mages are students of one of the oldest academies of magical learning. A Halcyon mage studies and follows ancient traditions of magic and utilizes these secrets to bring decency and integrity to civilization.

Class Information

This is a prestige archetype. The halcyon mage is an arcane spellcaster with a focus on nature, life, and decency.

Publisher: Purple Duck Games.

Prestige Class: Magaambyan arcanist from Pathfinder Campaign Setting: Paths of Prestige.

Build Classes: The halcyon mage is built on the wizard, but the following optional build classes are described below: arcanist,or witch.

Role: Halcyon mages work to support their fellow creatures and nourish life. When the situation demands they take up arms, but they take the long view and feel that peace is generally the better solution.

Alignment: Halcyon mages must start with a good alignment. Most Halcyon mages consider their studies to be a sacred duty and a tradition that spans the ages. A halcyon mage that change to a non-good alignment earns the disapproval of their peers and loses the aura of good, halcyon magic, virtuous spells, lasting goodness, blessed warding, righteous contravention, holy arcana, altruistic guardian, and timeless body abilities until the return to a good alignment, but can continue to advance in the class.

Hit Die: d6.

Class Skills

The halcyon mage's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Survival (Wis).

Skill Ranks at Each Level: 2 + Int modifier.

Weapon and Armor Proficiency

Halcyon mages are proficient with the club, dagger, sling, and quarterstaff, but not with any type of armor or shield. Armor interferes with a halcyon mage's movements, which can cause his spells with somatic components to fail.

Class Features

These are all the class features of the halcyon mage.

Weapon and Armor Proficiency

A halcyon mage is proficient with the club, dagger, dart, quarterstaff, and sling. If eastern weapons are in use he is also proficient with the hanbo. He is not proficient in any armor or with shields.

Spells

The halcyon mage learns and casts spells exactly like a wizard, including using arcane magic, the effect of Intelligence on spellcasting, spellbooks, automatically learned spells, and cantrips.

Halcyon Spell Mastery

A halcyon mage gains Spell Mastery as a bonus feat at 1st level. The halcyon mage can learn the Spell mastery feat multiple times, with stacking benefits. At level 6 and every 6 levels thereafter, the halcyon mage gains Spell Mastery as a bonus feat one additional time.

Once per day, a halcyon mage can cast any spell he has mastered with the Spell Mastery feat, even if he hasn't prepared it that day. This spell is treated like any other spell cast by the Halcyon mage, but can't be modified by metamagic feats or other abilities. The halcyon mage gains another daily use of this ability at level 6 and every 6 levels thereafter.

Halcyon Magic (Su)

At 2nd level and every two levels thereafter, a halcyon mage chooses a spell from the druid spell list and treats it as if it were on his spell list. To learn a druid spell in this way, the halcyon mage must have ranks in Knowledge (nature) equal to twice the level of the spell learned. The spell's type becomes arcane and its save DC functions as normal for the halcyon mage. The Halcyon mage automatically learns this spell and adds it to his familiar or spellbook, as appropriate.

Aura (Ex)

From 3rd level, the power of a Halcyon mage's aura of good (see detect good) is equal to his class level.

Intoned Recollection (Ex)

At 4th level, by performing a special ritual, a Halcyon mage can prepare a spell into an arcane spell slot with 1 minute of preparation. The spell must be one holding a prepared spell, and the replaced spell is lost. He must have mastered a spell with the Spell Mastery feat in order to prepare it with this ability. He doesn't need to rest for 8 hours beforehand, but all other requirements of the preparation process still apply.

Superior Spell Mastery (Ex)

At 5th level, by spending a total of 24 hours studying over a maximum of 3 days, a Halcyon mage can change all the spells he has mastered with the Spell Mastery feat(s).

Virtuous Spells (Su)

At 7th level, a Halcyon mage casts spells with the good descriptor at +1 caster level. To prepare a spell with the evil descriptor, he must use two spell slots of that spell level to prepare the spell. He cannot select spells with the evil descriptor to memorize using Spell Mastery, and any spells thus memorized are lost from his memory.

Lasting Goodness (Su)

At 8th level, all of a Halcyon mage's spells with the good descriptor have their durations extended by a number of rounds equal to his skill bonus in Spellcraft. A spell with a duration of concentration, instantaneous, or permanent isn't affected by this ability.

Spontaneous Spell Mastery (Ex)

At 9th level, a Halcyon mage can “lose” any prepared spell to cast a spell of the same spell level or lower which he has mastered with the Spell Mastery feat.

Blessed Warding (Sp)

At 10th level, a Halcyon mage is under a constant protection from evil effect (caster level equal to his class level). If this is dispelled, he can reactivate it as a swift action.

Righteous Contravention (Su)

At 11th level, a halcyon mage gains a +2 bonus on checks to overcome the spell resistance of evil creatures or evil objects, and on checks to dispel spells cast by evil creatures, spells with the evil descriptor, or evil magic items.

Woodland Stride (Su)

Gained at level 13, this is the same as the druid class feature of the same name.

Holy Arcana (Ex)

At 14th level, a halcyon mage adds all the bonus spells from the Good cleric domain to his spell list. These spells become arcane and the save DCs function as normal for his class.

Altruistic Guardian (Su)

At 16th level, as an immediate action when a spell or supernatural effect that allows spell resistance targets a halcyon mage's allies or they are within its area of effect, he can use this ability as an immediate action to redirect the effects to himself. He can do this for a number of allies up to his Intelligence modifier, provided they are all within 30 feet of him. The Halcyon mage must make all appropriate saving throws for each ally, possibly making multiple saving throws against the same spell or effect. He suffers all damage, conditions, and other effects that his allies would have taken, possibly taking these multiple times. He redirects before suffering the effect himself; even if he is killed, all the effects are still redirected. Area effects with a non-instantaneous duration can still affect his allies normally at a later time.

Timeless Body (Ex)

Gained at level 20, this is the same as the druid class feature of the same name.

Table: Halcyon Mage

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Halcyon spell mastery 3 1
2nd +1 +0 +0 +3 Halcyon magic 4 2
3rd +1 +1 +1 +3 Aura 4 2 1
4th +2 +1 +1 +4 Intoned recollection 4 3 2
5th +2 +1 +1 +4 Superior spell mastery 4 3 2 1
6th +3 +2 +2 +5 Halcyon spell mastery 4 3 3 2
7th +3 +2 +2 +5 Virtuous spells 4 4 3 2 1
8th +4 +2 +2 +6 Lasting goodness 4 4 3 3 2
9th +4 +3 +3 +6 Spontaneous spell mastery 4 4 4 3 2 1
10th +5 +3 +3 +7 Blessed warding 4 4 4 3 3 2
11th +5 +3 +3 +7 Righteous contravention 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Halcyon spell mastery 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 Woodland stride 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 Holy arcana 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 Altruistic guardian 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Halcyon spell mastery 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Timeless body 4 4 4 4 4 4 4 4 4 4

Alternate Build Classes

The halcyon mage can be built on these alternate classes: arcanist or witch.

A halcyon mage learns and casts spells exactly like the build class, including the effect of ability scores on spellcasting and cantrips. He only suffers arcane spell failure in armor if he casts arcane spells.

In addition, the halcyon mage inherits the following class features from the alternate build class.

Arcanist: None.

Witch A witch keeps the witch's familiar and patron spells abilities. He can use Spell Mastery to memorize his spells without the help of his familiar. Any new familiar all spells he has memorized with Spell mastery.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have halcyon mage as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Dwarf: Add 1/2 spell from your spell list to your spell list, spellbook, or familiar, as appropriate. This spell must be on your class spell list or on the druid spell list, and be of the conjuration (creation) subschool or have the earth descriptor.
  • Elf: Learn 1/4 druid spell, as halcyon magic.
  • Gnome: Select 1 spell of the illusion school. This spell gains the good descriptor when you cast it.
  • Half-Elf: When casting enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.
  • Half-Orc: +1 bonus on concentration checks made due to taking damage while casting spells.
  • Halfling: Reduce the time to use superior spell mastery by 1 hour.
  • Human: Select 1/2 spell you can cast. This spell gains the good descriptor when you cast it.
  • Aasimar: ACG Add 1 to your level to calculate the strength of your good aura. A powerful aura can stun those who detect it, see detect good.
  • Avodim: FEC When using altruistic guardian, reduce the damage you redirect to yourself from each target by 1. Targets still take no damage.
  • Catfolk ARG Add 1 to the number of spells you can remember using spell mastery.
  • Erkunae: FEC If you are of evil alignment, you count as having 1 level as a halcyon mage for qualifying for and using the halcyon magic, virtuous spells, lasting goodness, blessed warding, righteous contravention, holy arcana, altruistic guardian, and timeless body abilities (these abilities are normally lost to an evil halcyon mage).
  • Kitsune ARG Select 1 spell of the enchantment school. This spell gains the good descriptor when you cast it.
  • Samsaran: ACG Your spells with the good descriptor have their durations extended by 1 round. A spell with a duration of concentration, instantaneous, or permanent isn't affected by this ability.
  • Xesa: FEC Spells you cast that are on the druid spell list have their durations extended by 1 round. A spell with a duration of concentration, instantaneous, or permanent isn't affected by this ability.

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Section 15 Addendum

Pathfinder Campaign Setting: Paths of Prestige © 2012, Paizo Publishing, LLC; Authors: Benjamin Bruck, Jason Bulmahn, Matt Goodall, and Jason Nelson.