Sunday, September 24, 2017

Campaign Design - Base Classes: Gutter Mage

Gutter Mage
(adapted from The Book of Roguish Luck)

The gutter mage is an arcane rogue, able to use magic for nefarious purposes and often supported by a guild of wizards or sorcerers who need some underhanded help - or by a rogue's guild that seeks some arcane muscle. Gutter mages command a motley collection of class-specific spells not available to traditionally taught arcane casters, plus a few standard arcane spells. Gutter mages are sometimes called motley mages.

Abilities: Dexterity is crucial for a gutter mage to move quickly and stealthily. Intelligence is vital to his understanding of the workings of arcane magic and to committing spells to memory. An Intelligence of 14 is necessary to access the highest-level gutter mage spells, as well as for the crafting of scrolls, forged documents, and other items. Charisma helps a gutter mage gain information, bribe officials, and talk his way out of trouble.
Race: Doppleganger-Blooded.
Alignment: Any.
Hit Die: d4.
Luck Die: d8.

Class Skills
  • Skill List: The gutter mage's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft: Alchemy (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge: Any (all skills taken individually)(Int), Listen (Wis), Move Silently (Dex), Open Locks (dex), Profession: Any (all skills taken individually)(Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (4 + Intelligence modifier) x 4.
  • Skill Points at Each Additional Class Level: 4 + Intelligence modifier.
Class Features
All of the following are class features of the gutter mage:
  • Base Attack Bonus: Medium. A gutter mage gains +¾ base attack bonus per class level.

  • Fortitude Base Save Bonus: Poor. A gutter mage gains +13 base Fortitude save bonus per class level.

  • Reflex Base Save Bonus: Good. A gutter mage gains a +2½ base Will save bonus at first level, and an additional +½ base Reflex save bonus per class level.

  • Will Base Save Bonus: Poor. A gutter mage gains +13 base Will save bonus per class level.

  • Weapon and Armor Proficiency: Shadowsworn are proficient with all simple weapons, all light martial weapons, and with all light armor, but not with shields. They suffer the normal chances of spell failure for wearing armor.

  • Spells: Gutter mages cast arcane spells, which are drawn from the gutter mage spell list. To cast a spell, a gutter mage must have an Intelligence score equal to at least 10 + the spell level, so a gutter mage with an Intelligence of 9 or lower cannot even cast cantrips. The spells are cast as if the gutter mage were a standard arcane caster, and the Difficulty Class for a saving throw against a gutter mage's spells is 10 + spell level + the gutter mage's Intelligence modifier.

    Like other spell casters, a gutter mage can only cast a certain number of spells of each spell level per day. In addition, she receives bonus spells for a high Intelligence. Unlike a sorcerer or shadowsworn, a gutter mage may know any number of spells (see Arcane Magical Writings). She must choose and prepare her spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the gutter mage decides which spells to prepare, in the same manner as a wizard does (see Preparing Wizard Spells)

  • Spell Books: Gutter mages do require spellbooks,, though these books rarely resemble those used by wizards. Instead, a gutter mage's spellbook is a collection of pages torn out of other books, scrawled notes, scroll pages that somehow never quite seem to fade when read, and other bits of magical flotsam. If a gutter mage ever loses his spellbook, he can create another one from found objects and purchased scrolls and scraps. This task takes constant searching and focused effort for one week per class level and costs 500 shillings per class level.

    A gutter mage must study her spellbook each day to prepare her spells, in a manner similar to wizards (see Preparing Wizard Spells). She cannot prepare any spell not recorded in her spellbook except read magic, which all gutter mages can prepare from memory. A gutter mage begins play with a spellbook containing one 0th-level spells for each point of Intelligence bonus the gutter mage has. At each new gutter mage level, she gains two new spells of any spell level or levels that she can cast (based upon her new gutter mage level) for her spellbook. At any time, a gutter mage can also add spells found on scrolls or in other arcane caster's spellbooks to her own (see Arcane Magical Writings).

    If a gutter mage steals a spellbook containing any spells of the highest level he can cast, he need not create another one. Instead, he "adopts" the new spellbook as his own. In time, he can add to it normally; he cannot use spells in the book that are not on the gutter mage spellbook, except by scribing them on scrolls.

    A gutter mage can make a stolen spellbook his own through one week's sturdy and a successful Spellcraft check (DC 15 + the highest level of spell in the spellbook). If the check succeeds, he book works normally for the gutter mage. If the check fails, the gutter mage must spend another week in study before trying again.

  • Scribe Scroll: A gutter mage can read arcane scrolls and gains Scribe Scroll as a bonus feat. This benefit includes the ability to read scrolls of arcane spells not on the gutter mage class list.

  • Wand Mastery (Ex): Beginning at 2nd level, a gutter mage knows how to handle a magic wand. As a result, he gains a +4 competence bonus on his Use Magic Device check when using any wand that holds a spell not on his gutter mage spell list. When he uses a wand that holds a gutter mage spell, no Use Magic Device check is required.

  • Sneak Attack: If a gutter mage of 3rd level or higher can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.

    The gutter mage’s attack deals extra damage any time his target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the gutter mage flanks her target. This extra damage is 1d6 at 3rd-level, and it increases by 1d6 every three gutter mage levels thereafter. Should the gutter mage score a critical hit with a sneak attack, this extra damage is not multiplied.

    Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a sap (blackjack) or an unarmed strike, a gutter mage can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

    A gutter mage can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The gutter mage must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A gutter mage cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

  • Ward Sight (Su): When a gutter mage reaches 4th level, he gains the supernatural ability to recognize warding spells, runes, and magic traps, including spells such as glyph of warding, sepia snake sigil, alarm, and so forth. He may use this ability as a full-round action a number of times per day equal to 3 + his Intelligence modifiers. Ward sight acts as the rogue class' trap sense ability but requires a single successful Search check to see all wards and magic traps on an object. A Disable Device check is needed to deactivate any magic traps found. When a gutter mage uses ward sight and finds active wards, he sees the wards without further need for concentration until they are removed. As long as he can see such wards, a gutter mage can attempt to disarm them as if they were physical traps. For a gutter mage, a spell's default Disable Device DC is 15 + the level of the spell.

  • Nondescript (Ex): At 5th level or higher, a gutter mage can pass without notice in a crowd or an area filled with other creatures and can effectively hide in a crowd as if hiding in shadows. Indeed, a gutter mage is often overlooked entirely by guards and searchers when at least 10 other creatures are present. Using this ability in plain sight requires a successful Disguise check opposed by the watchers' Spot check.

    Even if the Spot check succeeds, watchers see the gutter mage but don't regard him as worth noticing - they are not immediately suspicious. Normally, a failed Disguise check makes others suspicious of the disguised person's activities or appearance. With the nondescript ability, only particular offensive actions, such as combat, thievery, or spellcasting, are likely to trigger suspicion in the watchers.

  • Improvise Spell (Sp): At 8th level or higher, a gutter mage can attempt to cast an arcane spell that he doesn't really understand, albeit with a higher than usual risk of backfiring. He cannot improvise a spell of a level higher than the highest-level spell he can cast.

    Improvising a spell is a form of spontaneous casting that uses up existing spell slots in a way similar to a cleric's ability to cast cure or inflict spells, or druid's ability to cast summon nature's ally spells. An improvised spell normally takes up a spell slot equal to the level of the spell being cast, but if the gutter mage has no appropriate spell slots available (if he has already expended all spell slots of the appropriate level for the day), he can expend two spell slots of the next lower level instead. The spells in those slots are lost. if those slots are already expended as well, the character cannot use this ability.

    The chance of success when attempting to cast an improvised spell varies with the situation. If the gutter mage has seen the spell performed and studied the formula in a spellbook or on a scroll, casting the spell requires a Spellcraft check (Dc 20 + the level of the spell). If he has only seen the spell written in a book or scroll, the DC is 25 + the spell's level. If he has seen the spell in action but not written in a spellbook, the DC is 30 + the spell's level. If he is trying to improvise a spell he has previously stolen (see the Steal Spell ability listed below), the DC is 27 + the spell's level.

    It the attempt fails, the spell slot or slots are lost as normal and no spell effect occurs.

    An improvisation attempt backfires when the skill check result is a natural 1 or when the result is at least 10 lower than the target Difficulty Class. In the case of backfire, the results follow the scroll mishap rules (see the Dungeon Master's Guide, page 238). Typically a damaging spell or charm effect hits the caster instead of the intended target, while an illusion or motion spell likely spins out of control. Helpful spells intended for a friendly character are either reversed or target an enemy instead.

    Improvised spells can be improvised with metamagic feats so long as the gutter mage can increase their spell level as normal.

  • Staff Mastery (Ex): At 10th level or higher, a gutter mage can use any arcane staff with an additional +4 competence bonus to their spell level as normal.

  • Steal Spell (Su): At 10th level or higher, a gutter mage can literally steal a spell from an adjacent arcane spell caster's mind a number of times per day equal to 6 + the gutter mage's Intelligence modifier. The gutter mage does not know ahead of time which particular spell he will succeed in stealing, but he must specify the spell level he wants to target. Outside combat, stealing a spell requires a successful Sleight of Hand check against a Difficulty Class that varies according to the level of the spell being targeted (see the table below). In combat, an attempt to steal a spell is made as part of a successful melee attack, including a sneak attack.

    If the initial attempt succeeds, the target is entitled to a Will saving throw (DC 15 + half the gutter mage's level + the gutter mage's Intelligence modifier) to resist the theft. Should the save succeed, the attempt to steal the spell fails and the target becomes alerted to the attempt.

    Spell LevelSleight of Hand DC
    0
    15
    1 - 2
    20
    3 - 4
    25
    5 - 6
    30
    7 - 8
    35
    9
    40

    If the attack roll or skill check succeeds and the target's Will save fails, choose the stolen spell randomly from among those at the spell level the gutter mage targeted. Either a prepared spell or an available spell slot can be stolen, depending on whether the target uses prepared or spontaneous casting. If the target has no prepared spells, or available spell slots remaining at that level, randomly choose a spell of the next lower level. The spell is removed from the target's inventory and added to the gutter mage's list of castable spells for the day. No material components are required to cast the stolen spell.

    The spell remains in the gutter age's inventory of available spells for 2d12 hours; after that, it fades away and is lost. If the stolen spell is of a higher level than the gutter mage can normally cast, use a caster level check to determine whether the casting succeeds, as is usual for scrolls (see the Dungeon Master's Guide, page 238). Having stolen a spell does not enable the gutter mage to use it on future occasions. The spell cannot be written on a scroll or spellbook.

    Stealing a spell is disorienting to both the target and the gutter mage; the target may attempt a Fortitude save (Dc 10 + the level of the spell stolen) to avoid being dazed for a single round by the pain of having arcane energy ripped from his mind. The gutter mage is not dazed, but needs time to restore his arcane equilibrium; he cannot attempt to steal another spell for 1d10 rounds.

    Arcane spells cannot be stolen from traps, scrolls, constructs, or inanimate sources. Stealing spells from undead targets increases the Difficulty Class by 4, and the undead's negative energy makes the process more difficult.

  • Reflect Spell (Su): Once he reaches 14th level, a gutter mage can counter and reflect a spell back against its caster three times per day. Doing so requires the gutter mage to ready an action, then make a successful saving throw against the spell (or a Spellcraft check against DC 25 + the spell's level if the spell does not normally allow a saving throw). The reflected spell targets it's caster as the center point of its effect and otherwise performs normally, using the original caster's level and original saving throw DC.

    A spell can be reflected only if it targets the gutter mage and this ability cannot be used against touch spells.

  • Capture Spell (Su): At 16th level or higher, a gutter mage can capture a spell that targets him or the area around him three times per day. To do s, he must ready an action and make a successful saving throw against the spell (or a Spellcraft check against DC 30 + the spell's level if the spell does not normally allow a saving throw).

    Should he capture the spell successfully, the gutter mage stores it within an item of his own choosing (typically a wand or a weapon) until he decides to release it or until the spell fades away. A captured spell fades away within 2d12 hours if it is of a level that the gutter mage could normally cast, or within 1d4 hours if it is of a higher level than the gutter mage could normally use.

  • Spell Resistance (Ex): At 19th level, a gutter mage gains spell resistance equal to 10 + his class level. As with other creatures that have spell resistance, he can choose to drop his resistance to allow the application of healing magic or other harmless spells.

  • Alter Spell (Su): Upon reaching 20th level, a gutter mage gains the ability to interfere with another arcane caster, altering the opponent's spell as it is cast. The other arcane caster must be within line of sight, and the gutter mage must ready an action prior to the enemy's casting of a spell in order to alter it.

    To succeed at he attempt, the gutter mage must make a melee touch attack or ranged touch attack against the target caster, using his Intelligence modifier as a bonus on the roll instead of his Dexterity or Strength modifier. If the attack hits, the victim may attempt a Will save (DC 10 + the gutter mage's caster level). Even on a successful save, however, the target must make a Concentration check (DC 30) to complete the spell.

    If the attack hits and the victim's save fails, the gutter mage determines where the spell is targeted, how long it lasts, and any of the other variable conditions associated with the spell, up to the limit of the original caster's level or the gutter mage's caster level, whichever is lower.

Gutter Mage

Level
Special
0th
1st
2nd
3rd
4th
1st
Scribe Scroll
1
0*
-
-
-
2nd
Wand mastery
2
0*
-
-
-
3rd
Sneak Attack +1d6
2
1
-
-
-
4th
Ward sight
2
2
-
-
-
5th
Nondescript
3
2
-
-
-
6th
Sneak Attack +2d6
3
2
0*
-
-
7th
-
4
3
0*
-
-
8th
Improvise spell
4
4
1
-
-
9th
Sneak Attack +3d6
5
4
1
-
-
10th
Staff mastery, steal spell
5
5
2
0*
-
11th
-
6
6
3
1
-
12th
Sneak Attack +4d6
6
5
3
1
-
13th
-
6
6
3
1
-
14th
Reflect spell
6
6
4
2
0*
15th
Sneak Attack +5d6
6
6
4
2
0*
16th
Capture spell
6
6
5
3
1
17th
-
6
6
5
3
2
18th
Sneak Attack +6d6
6
6
6
4
3
19th
Spell resistance
6
6
6
4
4
20th
Alter spell
6
6
6
5
5
*Intelligence bonus spells only. If no bonus, no spells are gained at this level.

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