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Caster
A caster is a mage with great magical or technological power but little physical prowess.
Old Classes: The mage's abilities are drawn from the old PF1e mage-like classes including Alchemist, Arcanist, Archmage, Bard, Celestial Disciple, Chronicler, Disciple of Perfection, Dragon Disciple, Eldritch Knight, Hierophant, Infernal Disciple, Loremaster, Master Chymist, Nature Warden, Rage Prophet, Sorcerer, Summoner, Technomancer, Trickster, Witch, and Wizard.
Hit Points per level: 6 + Con modifier.
Mana Points per level: 12 + Cha modifier.
Skill Points per level: 9 + Int modifier.
Class Skills: At character creation, the mage selects 12 skills of their choice to be class skills. All but two of these skills must be Cha, Int, or Wis-based.
STARTING FEATS
At character creation, mages begin with the following feats at no XP cost:
- Magic Proficiency x2
- Spellcasting x2
- Any 2 Magic Feats of your choice, provided you meet the prerequisites.
Unless noted otherwise, the DC to all special abilities is 10 + level + casting modifier.
CORE FEATURE
At 1st level a mage chooses a core feature from the following list:
BLOODLINE
You gain a bloodline as a sorcerer automatically gaining all the 1st level benefits and automatically knowing all the bloodline spells as spontaneous spells as soon as you're a high enough level to cast them. If you learn a bloodline spells as a spontaneous spell from any other source, you instead gain them as innate spells. Every time you gain a mage power, you choose one bloodline power from the list of sorcerer bloodline powers. If you already have all of them, you gain a bonus feat instead. Every time you gain a mage talent, you gain a bloodline feat or any other benefit of the sorcerer bloodline.
CHANNEL ENERGY & 1 CLERIC DOMAIN
You gain Channel Energy and 1 Cleric Domain as a cleric. Every time you gain a mage power, you gain a cleric power instead. If you already have all them, you gain a bonus feat instead. Every time you gain a mage talent, you gain improved Channel Energy as its damage dice increases. Your Channel Energy Radius is 5 feet per mage level instead of the normal radius but you can always choose to double its radius by halving the damage or increase the dice by one size (ex d6s become d8s) by halving the radius. You must make this decision upon activating the effect.
CLERIC DOMAIN x2
You gain two cleric domains designating one as primary and the other as secondary. Every time you gain a cleric power, you gain a cleric power from your primary domain. Every time you gain a mage talent, you gain a cleric power from your secondary domain. If you already have all the powers, you gain a bonus feat instead.
COMPANION
You gain an Animal Companion as a druid, Arcane Bond as a Wizard, Divine Bond as a Paladin, Eidolon as a summoner, Fiendish Boon as an antipaladin, the Leadership feat, or Phantom as a spiritualist (your choice). Unlike the normal Leadership feat, you can have this before 7th level. However, before 7th level you have no followers and your cohort is always an NPC with NPC class levels that's 2 levels lower than you (minimum 1).
ELDRITCH BLAST (Su)
You can make a ranged attack as a single attack action against a single target that deals 1d6 + casting modifier damage. Select one damage type you know how to deal. As a two-action attack, you can target a 20-foot cylinder within Close range, 15-foot cone, 10-foot burst within Close range, or 5-foot emanation. Instead of an attack roll, the targets make a Reflex save (unless your damage type notes a different save is needed such as Mental which requires a Will save or Sonic which requires a Fortitude save). If you use a 3-action activity, you can double the area size. On a critical hit or critically failed saving throw, the target suffers the critical effect.
Acid Blast Types (Acid), Damage (Acid), Defenses (Dodge DC, Reflex), Critical (Persistent).
Air Blast Types (Air, Bludgeoning), Damage (Bludgeoning), Defenses (Parry DC, Fortitude), Critical (Stunning). +2 attack/DC vs. airborne creatures, -2 vs. grounded creatures.
Air Whips Types (Air, Slashing), Damage (Slashing), Defenses (Dodge DC, Reflex), Critical (Stunning). +2 attack/DC vs. airborne creatures, -2 vs. grounded creatures.
Cold Blast Types (Cold), Damage (Cold), Defenses (Parry DC, Fortitude), Critical (Restrained).
Earth Blast Types (Bludgeoning, Earth), Damage (Bludgeoning), Defenses (Dodge DC, Reflex), Critical (Persistent). +2 attack/DC vs. grounded creatures, -2 vs. airborne creatures.
Force Blast Types (Force), Damage (Force), Defenses (Parry DC, Fortitude), Critical (Restrained).
Earth Spikes Types (Earth, Piercing), Damage (Piercing), Defenses (Dodge DC, Reflex), Critical (Restrained). +2 attack/DC vs. grounded creatures, -2 vs. airborne creatures.
Earth Whips Types (Earth, Slashing), Damage (Slashing), Defenses (Dodge DC, Reflex), Critical (Restrained). +2 attack/DC vs. grounded creatures, -2 vs. airborne creatures.
Fire Blast Types (Fire), Damage (Fire), Defenses (Dodge DC, Reflex), Critical (Persistent).
Ice Spikes Types (Cold, Piercing, Water), Damage (Piercing), Defenses (Dodge DC, Reflex), Critical (Restrained).
Mental Blast Types (Mental), Damage (Mental), Defenses (Will, Will), Critical (Confused).
Water Whips Types (Earth, Slashing), Damage (Slashing), Defenses (Dodge DC, Reflex), Critical (Suffocation).
Confusing Critical: On a critical hit or critically failed saving throw, the target is knocked prone and confused. They make a new Will saving throw to end the confusion every round.
Persistent Critical The target's armor and shield also take the damage. If they aren't wearing armor and aren't using a shield, they taking persistent damage equal to half the initial damage every round for a number of rounds equal to your mage level. While prone, they can use an action to make a new save to end this persistent damage. This damage is the same type as the initial eldritch blast unless it dealt bludgeoning, force, piercing, slashing, or sonic damage in which case the persistent damage is bleed damage.
Restrained Critical: On a critical hit or critically failed saving throw, the target is pinned. As an action, they can make a Combat Maneuver Attack with a DC equal to 10 + mage level + casting modifier. A success reduces this condition to grappled or removes it entirely on a critical success. If already grappled, a success reduces this condition to entangled. If already entangled, a success roll removes this condition.
Stunning Critical: On a critical hit or critically failed saving throw, the target is knocked prone and paralyzed. As a purely mental action, they can make a Fortitude saving throw DC10 + mage level + casting modifier. On a success, this condition is reduced to staggered. On a critical success or if already reduced to staggered, a success removes this condition.
Unavoidable: This is an unavoidable attack if the target:
- Mental: is demoralized or suffering from an emotion effect that isn't harmless.
- Other: hasn't moved at least (5 x mage level feet) since the end of your last turn.
At 3rd level and every odd level thereafter, you can select a new damage type you can deal, increase this damage by 1d6, or increase the area sizes by 50% rounded down the the nearest 5-foot increment (your choice).
HEXES & FAMILIAR
You gain a familiar and hexes as a Witch.
INVOCATIONS
The first spell you learn of every tier you can learn is learned as an invocation rather than a normal spell, meaning you can use it at-will without expending mana, but it faces a few restrictions (see Battle Mage).
MYSTERY & CURSE
You gain a curse and mystery as an Oracle and all the other benefits that come with it.
SUMMONING:
You can cast summoning spells as a standard action instead of full or 1 round. The first time you cast a summoning spell between short rests, you pay half the normal MP cost. You can choose to extend your summoning duration to hours instead of rounds by paying twice the normal MP cost and taking twice as long to cast it. However, anything you summon this way has it's remaining duration reduced to 1d4 rounds as soon as it makes an attack or is damaged by an attack or end immediately if its remaining duration was already less than 4 rounds.
WILDSHAPE
You gain Wild shape as a druid.
MAGIC FEATS
At every level, including 1st, a mage gains a magic feat of their choice, provided they meet the prerequisites. The highest tier than can select is half their mage level, rounded up.