prestige class

Iron Mage (Prestige Class)

The iron mages are the warriors of the metallic mages. Their ability to mix spellcasting with combat abilities makes them uniquely suited to act as bodyguards and explorers for the other metallic mages. Gold mages in particular make use of the iron mages when the retrieval of some lost artifact or library might be especially dangerous. Many iron mages that aren’t in the permanent employ of another metallic mage are adventurers, seeking to test their worth against the worst that the world can throw at them.

While any class can meet the prerequisites, bards are the most likely to become iron mages. Wizards and sorcerers that want to have some combat skill to fall back on when their magical reserves run low are likely candidates for the iron mages. Likewise, fighters and barbarians that want to enhance their already formidable combat abilities with the benefits of magic may also become iron mages.

Hit Die: d4

Prerequisites:
Skills: Concentration 8 ranks
Feats: Combat Casting
BaB: +3
Special: Able to cast 2nd level arcane spells

Class Skills:
The gold mage’s class skills (and the key ability for each skill) are Appraise (Int),Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all) (Int), Profession (Wis) and Spellcraft (Int).

Skill Points per Level: 2 + Int modifier.

Level BaB Fort Save Ref
Save
Will Save Special Spells
1 +1 +0 +0 +2 Combat quickness +1 level of existing arcane spellcasting class
2 +2 +0 +0 +3 Combat focus
3 +3 +0 +0 +3 +1 level of existing arcane spellcasting class
4 +4 +1 +1 +4
5 +5 +1 +1 +4 Combat focus +1 level of existing arcane spellcasting class

Class Features: All the following are class features of the iron mage class.

Weapon and Armor Proficiency: An iron mage gains proficiency with a single simple, martial, or exotic weapon of his choice. An iron mage gains no proficiency with any armor or shield.

Spells per Day/Spells Known: Beginning at 1st level and every other level thereafter, an iron mage gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as bonus metamagic feats). If he had more than one arcane spellcasting class before becoming an iron mage, he must decide to which class to add each level for the purposes of determining spells per day and spells known.

Combat Quickness: The real difficulty an iron mage faces is the trade-off between effective combat ability and spell failure due to wearing armor. As the iron mage’s training progresses, he learns how to anticipate and evade incoming attacks. An iron mage gains a dodge bonus to his armor class equal to his class level.

Combat Focus: As the iron mage grows into his role as a battlefield combatant, he is exposed to a great deal of training in the arts of war. Att 2nd level, the iron mage may choose proficiency in all simple weapons, or Martial Weapon Proficiency (to be applied to two separate weapons), Exotic Weapon Proficiency, or Weapon Focus as bonus feats. At 5th level, the iron mage can again choose one of the previous options or gain Weapon Specialization as a bonus feat. Any prerequisites for Weapon Focus and Weapon Specialiation must be met, except that the iron mage need not have previously acquired 4 levels of fighter before taking Weapon Specialization.

Copper Mage (Prestige Class)

Masters of divination, copper mages act as the advance intelligence agents of the metallic mages. Their abilities to locate hidden magical items or lost magical knowledge makes them extremely valuable, especially to the silver and gold mages, who constantly call upon their potent abilities to locate some lost bit of lore or identify some found magical treasure. Copper mages are different than other diviners in that they are able to mimic the effects of some divination spells without actually having to cast a spell. This is accomplished through the mage’s copper bowl, which is unique for each copper mage.

Most copper mages begin their careers as sorcerers or wizards, though a few bards have occasionally joined the profession. It is not unheard of for clerics that have multiclassed into arcane spellcasting classes to take up the profession. Those with combat classes, even those multiclassed into arcane spellcasting classes almost never become copper mages.

Hit Die: d4

Prerequisites:
Skills: Spellcraft 10 ranks, Knowledge (arcana) 10 ranks
Feats: Spell Focus (divination)
Special: Must be capable of casting 3rd-level divination spells.

Class Skills:
The copper mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all) (Int), Profession (Wis) and Spellcraft (Int).

Skill Points per Level: 2 + Int modifier.

Level BaB Fort Save Ref
Save
Will
Save
Special Spells
1 +0 +0 +0 +2 Copper bowl, copper scrying, practiced diviner +1 level of existing arcane spellcasting class
2 +1 +0 +0 +3 +1 level of existing arcane spellcasting class
3 +1 +0 +0 +3 Spell mastery +1 level of existing arcane spellcasting class
4 +2 +1 +1 +4 Copper scrying, greater +1 level of existing arcane spellcasting class
5 +2 +1 +1 +4 +1 level of existing arcane spellcasting class
6 +3 +1 +1 +5 Copper divination +1 level of existing arcane spellcasting class

Class Features All of the following are class features of the copper mage prestige class.

Weapon and Armor Proficiency: A copper mage gains no proficiency with any weapon or armor.

Spells per Day/Spells Known: At each level a copper mage gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as bonus metamagic feats). If she had more than one arcane spellcasting class before becoming a copper mage, she must decide to which class to add each level for the purposes of determining spells per day and spells known.

Copper Bowl: Upon taking her first level, the copper mage creates an attunes herself to a bowl made entirely from copper. This bowl may be as plain or ornate as the copper mage wishes and it may be of any relative size and shape, so long as it is at least 10 inches wide and 4 inches deep. This copper bowl is filled with water and acts as a focus for the copper mage, replacing any focus required for a divination spell. If the bowl is ever lost, stolen or destroyed, the copper mage will be unable to use her Copper Scrying and Copper Divination abilities until she spends another week creating and attuning herself to another copper bowl.

Copper Scrying: One of the hallmarks of the copper mage is her ability to peek in on others using her copper bowl. Starting at 1st level, a copper mage may duplicate the effect of a scrying spell. The copper mage may do this a number of times per day equal to her class level. Starting at 4th level, this ability can duplicate the effects of a greater scrying spell.

Practiced Diviner: A copper mage’s spells must be extremely flexible and versatile. At 1st level, a copper mage adds all divination spells from the Player’s Handbook to her class spell list, regardless of which class list they originate from. Note that such spells must still be scribed or learned as per normal.

Spell Mastery: At 3rd level, a copper mage gains the Spell Mastery feat for free. The spells selected must be from the divination school.

Copper Divination: At 6th level, the copper mage has reached the peak of her divination ability. Using her copper bowl, she can now duplicate the effects of almost any divination spell she knows. This process takes three times as long as actually casting the spell, but does not expend a spell slot. The effect is accomplished by pouring a small amount of molten copper into the water and studying the patterns and shapes the metal cools into. The copper mage may use this ability up to three times per day and may only duplicate the effects of a spell no higher than two levels less than the highest-level spell he can cast.

Silver Mage (Prestige Class)

The silver mages are the main creative force among the metallic mages. Masters of both magic and silversmithing, they combine their talents to create highly-prized works of art, both magical and otherwise. Most metallic mages will try to call upon the services of a silver mage when they need a magical item commissioned, and it is the purchase and sale of these items the brings the most money into the metallic mage community. By the time a silver mage reaches the peak of his profession, there are very few magical items he cannot craft.

Most silver mages start out as wizards, though more than a few were sorcerers as well. Many bards also take up the role of the silver mage, since it allows them to create stunning pieces of jewelry from silver that improve their Charisma while also showing their posh side to society. It is not completely unheard of for a cleric become a silver mage, but druids and rangers rarely do so. Members of combat classes rarely, if ever become silver mages.

Hit Die: d4

Prerequisites:
Skills: Craft (silversmithing) 6 ranks, Knowledge (arcana) 8 ranks
Feats: Craft Wondrous Item

Class Skills:
The copper mage’s class skills (and the key ability for each skill) are Appraise (Int),Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all) (Int), Profession (Wis) and Spellcraft (Int).

Skill Points per Level: 2 + Int modifier.

Level BaB Fort Save Ref
Save
Will Save Special Spells
1 +0 +0 +0 +2 Silver appraisal +1 level of existing arcane spellcasting class
2 +1 +0 +0 +3 Silversmith +1 level of existing arcane spellcasting class
3 +1 +0 +0 +3 Craftsman +1 level of existing arcane spellcasting class
4 +2 +1 +1 +4 Silver mage +1 level of existing arcane spellcasting class
5 +2 +1 +1 +4 +1 level of existing arcane spellcasting class
6 +3 +1 +1 +5 Craft silver item +1 level of existing arcane spellcasting class

Class Features: All the following are class features of the silver mage class.

Weapon and Armor Proficiency: A silver mage gains no new weapon or armor proficiencies.

Spells per Day/Spells Known: At each level a silver mage gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as bonus metamagic feats). If she had more than one arcane spellcasting class before becoming a silver mage, she must decide to which class to add each level for the purposes of determining spells per day and spells known.

Silver appraisal: Through his craft, a silver mage keeps track of current trends in the value of silver and silver items. The silver mage gains a bonus to all Appraise checks equal to his class level when appraising an item made at least mostly out of silver. This bonus does not apply to weapons treated with alchemical silver.

Silversmith: A silver mage’s livelihood usually depends on his ability to create magical items or works of art from silver. At 2nd level, a silver mage gains a bonus equal to his class level to any Craft checks used to create items made at least mostly out of silver.

Craftsman: As the silver mage’s talent for working silver increases, the amount of time and money he spends decreases. The time required to craft an item made at least mostly out of silver is reduced by 1 day per two class levels (minimum 1 day). Further, the material cost for crafting such an item is reduced by 25%, as the silver mage wastes less material during the crafting process. This ability applies to magic item creation, but any XP cost incurred must be derived from the item’s original base price, as per normal.

Silver Mage (Su): At 4th level the silver mage is completely attuned to the silver that he works with. Any weapon he wields automatically bypasses DR/silver. This applies to any weapon, whether metal, wooden or even the silver mage’s unarmed attacks.

Craft Silver Item: At 6th level, a silver mage has reached the peak of his abilities. He gains his choice of either the Craft Ring or Craft Rod feats, whether he actually meets the prerequisites for the feat or not. Items crafted in this way must be made at least mostly out of silver, thus a ring of regeneration cannot be crafted in this way (the item description specifies the ring is made of white gold), but a ring of invisibility could be. Effective weapons and armor cannot normally be made from silver.

Gold Mage (Prestige Class)

Acting mostly in the capacity of loremasters, the gold mages are the main knowledge base for the metallic mages. Gold mages seek the ultimate form of alchemy…the ability to turn lead into gold. They spend a great deal of time pouring through old tomes and forbidden texts, hoping to find some key bit of information that will further their quest. As a result, they pick up a large amount of random knowledge, which often comes in handy when another metallic mage requires the answer to a question or puzzle that has been confounding him. Those gold mages that maintain their quest long enough are indeed likely to unlock the mysteries of true alchemy.

Almost all gold mages were originally wizards. Not surprisingly, a great number of bards also begin the quest of the gold mage, since it allows them to greatly expand their knowledge base. Sorcerers are not unheard of, but many quickly grow bored with sitting in a dusty library reading books all day. Clerics have occasionally joined the ranks of the gold mages, as have druids. It’s unlikely that a member of any combat class would be interested in becoming a gold mage.

Hit Die: d4

Prerequisites:
Skills: Craft (alchemy) 8 ranks, Knowledge (arcana) 6 ranks
Feats: Brew Potion, Skill Focus (Craft (alchemy)
Special: Must be apprenticed under a gold mage of 6th level or higher for at least one year

Class Skills:
The gold mage’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all) (Int), Profession (Wis) and Spellcraft (Int).

Skill Points per Level: 2 + Int modifier.

Level BaB

Fort
Save

Ref
Save
Will
Save
Special Spells
1 +0 +0 +0 +2 Research +1 level of existing arcane spellcasting class
2 +1 +0 +0 +3 +1 level of existing arcane spellcasting class
3 +1 +0 +0 +3 Experienced alchemist
4 +2 +1 +1 +4 +1 level of existing arcane spellcasting class
5 +2 +1 +1 +4 +1 level of existing arcane spellcasting class
6 +3 +1 +1 +5 Multitasker (x2)
7 +3 +2 +2 +5 +1 level of existing arcane spellcasting class
8 +4 +2 +2 +6 +1 level of existing arcane spellcasting class
9 +4 +3 +3 +6 Multitasker (x3)
10 +5 +3 +3 +7 True alchemy +1 level of existing arcane spellcasting class

Class Features: All the following are class features of the gold mage class.

Weapon and Armor Proficiency: A gold mage gains no new weapon or armor proficiencies.

Spells per Day/Spells Known: At every level except 3rd, 6th and 9th, a gold mage gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as bonus metamagic feats). If she had more than one arcane spellcasting class before becoming a gold mage, she must decide to which class to add each level for the purposes of determining spells per day and spells known.

Research: During his quest for knowledge of true alchemy, a gold mage’s research turns up quite a bit of knowledge he might not otherwise have attained. At every level, a gold mage gains an extra skill point, which must be used to gain a rank in a Knowledge skill. This skill can be any Knowledge skill the gold mage chooses and can vary from level to level.

Experienced Alchemist: A gold mage gains a great deal of experience with the ins and outs of his laboratory and how better to manage his time while working. At 3rd level, a gold mage becomes capable of increasing his project load to produce more of the finished product. Any time the gold mage uses the Craft (alchemy) skill to produce an alchemical item, he instead produces two of the same item within the same timeframe. The gold mage must still pay the creations cost for both items.

Multitasker: As the gold mage’s laboratory skill increases, he is able to make the best use of his time and space, so as to manage his workload in the most efficient manner. At 6th level, a gold mage is able to run two Craft (alchemy) projects concurrently. Each requires a separate Craft (alchemy) check and the DC for both is increased by 2. At 9th level, the gold mage is able to run three Craft (alchemy) projects concurrently. Each requires a separate Craft (alchemy) check and the DC for each is increased by 3. The benefit of the gold mage’s Experienced Alchemist ability still applies.

True Alchemy: Eventually the gold mage reaches the pinnacle of his abilities and discovers the long-lost secret he has been searching for. At 10th level, a gold mage effectively becomes able to transmute base metals into gold as he discovers the secret process for the construction of a Philosopher’s Stone. The gold mage must spend one week and expend 5000 XP to create the item. The benefits of the Experienced Alchemist and Multitasker abilities do not apply to True Alchemy.

Imperial Spy

The Aureshan Empire has endured for almost a thousand years, weathering civil war, barbarian invasion, religious turmoil, and economic privation and emerging from these trials with a rich and vigorous culture. The Empire’s ability to overcome the challenges posed by its size, its warlike neighbors, and its disparate peoples and religions owes to the expansiveness and dedication of the Emperor’s government and soldiers . . . and to the quality of the espionage service that feeds information to them so that they can act before a problem becomes insurmountable.

Legate of Agon

The Celestial Judge personifies ideals central to the Aureshan world view—that the rule of law and the greatness of the Empire are one and the same, that criminality is impiety and that unchecked social disorder inevitably leads to the breakdown of civilization. The Emperor is the anointed spokesman of the gods and ancestors, and his officials interpret and enforce edicts which are simultaneously mortal law and quasi-divine mandate.

Street Magician

Street Magician

Street magicians perform minor feats of magic for the entertainment of others. Some travel with carnivals, delighting in new venues. Others work the same stage or street corner every day, performing to earn enough coin for their dinner and a bed. The only real similarity between individual street magicians is that they excel in combining real magic with the illusion of magic through misdirection.

A street magician may be any alignment. Good street magicians often travel with carnivals or a circus, perhaps paying special attention to entertaining children or the downtrodden. Neutral street magicians usually perform mostly for the money and to avoid the pedestrian work of a laborer or farm hand. Evil street magicians want to showcase their talents, more often than not, and prove themselves better than other magicians, if only in the public eye. Unscrupulous street magicians will often use their fascinate ability to grab a crowd’s attention while their allies rob move among the affected and rob them blind.

Cartel Magus

The temperate rainforests of the Kingdom of Enteria are home to the members of secretive and dangerous cartels that cultivate the parasitic magical plants dubbed bleak banyans. The cartels use zombie slaves to harvest the banyans' figs despite the aura of negative energy that keeps living creatures at bay, and brew a decadent, addictive wine from the fruit for sale to the unwary.

Porter

Hey, porter! Hey, porter!
Please get my bags for me.

—Johnny Cash

Every traveling adventure troupe faces a serious dilemma when the day is through. How are they to haul the sometimes incredible weight of their looted treasure back to civilization? Some groups try to split the weight between their members, thus slowing them all down. Others acquire wagons, but these and the dray animals that pull them are a constant cause for concern when the group has to be away from them. No, the really smart parties do the smart thing, they hire a porter.

A professional porter is an asset to any traveling party. While their primary skill is transporting heavy loads across a distance, they are much more than living wheelbarrels. They drive and maintain the group’s animals, help pitch camp and maintain it when the party must be away and more than one has been known to take on such chores as cooking and laundering, becoming something of a traveling butler or maid. Most porters begin their careers as experts, but some rogues and rangers are drawn into becoming porters as well.

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