Arch Mage
An arch mage functions as a battle mage except as noted here. Consequently, they cannot multiclass with battle mage or war mage.
Hit Points per level: 1d6 + Con modifier.
Skill Points per level: 2 + Int modifier.
Class Skills: The arch mage's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Linguistics (Int), Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Knowledge (planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).
Starting Wealth: 2d6 x 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
BAB: Low (1/2 level)
Fort: Low (1/3 level)
Refl: High (1/2 level + 2)
Will: High (1/2 level + 2)
Table: Arch Mage
ARMOR AND WEAPON PROFICIENCY
Mages are proficient with all simple weapons and one martial weapon of their choice. Unless noted otherwise, the DC to all mage special abilities is 10 + 1/2 mage level + mage's casting modifier.
BONUS FEAT
At 1st level an arch mage begins with one of the following feats of their choice as a bonus feat at 1st level provided they meet the prerequisites: arcane strike, brew potion*, combat casting, any item creation feat, or any metamagic feat.
*Do not have to meet the prerequisites for this feat.
CANTRIPS
An arch mage begins knowing a number of 0-level invocations from their spell list equal to 3 + their casting modifier (minimum 1). See Invocations.
INVOCATION
At every odd level, including 1st, an arch mage gains two invocations of the level specified in the table.
10th-level Invocations: As there are no 10th-level spells, you must create them by applying metamagic feats to lower level spells. For example, you create an Enlarged (+1), Extended (+1), Widened (+3), Wall of Force (5th) as a 10th level effect or a Dazing (+2), Disruptive (+1), Maximized (+3), Heightened (+1), Fireball (3rd).