This can be considered a rough or 1st draft. Loosely based on Mage: The Awakening and a member whose name I don't recall who proposed a Mage class built like a fighter class. It needs some work, but how does it fly off the page to you?
Magician or Mage
HD: d6
BAB: Medium
Saves: Good Will and Reflex, Poor Fortitude
Skills Per Level: 2 + Int
Skill List: Concentration, Escape Artist, Knowledge (All skills, taken individually), Open Lock, Ride, Spellcraft, Use Magic Device.
Class Abilities
Weapon and Armor Proficiency: Light Armor and Bucklers, All Simple Weapons.
Bonus Feats: At 5th, 10th, 15th, and 20th a Mage gets a bonus feat. These feats may be any with the [Mage] descriptor (See Below), Item Creation, or Spell Focus, Greater Spell Focus, and Spell Penetration.
Spells: At 1st, 2nd, 4th, 6th, and every 2 levels afterwards a Mage learns a new spell. The spell can be from any list (always use the highest if there are multiple spell levels), but cannot be higher level than 1/2 the Mage's class level (a mage learns a 0-level spell at 1st level). The mage's primary spell-casting atribute is Dexterity, but he does not get bonus spells. The DC to resist a mage's spell is 10 + Dexterity Modifier + Spell Level. A mage suffers from spell-casting failure by wearing armor, as an arcane spellcaster would. Every spell a mage casts has a somatic component (much like every spell a bard casts has a verbal component) even if the spell does not have one as written a mage must use his hands to cast a spell.
Mage Points: Each level a mage gains 1 mage point. Generally these points are used to cast spells, but they may be used for other reasons. If a spell or ability would cause the loss of spell slots, always deduct 2 mage points for each slot that would be lost. After resting for 8 hours, a mage regains any lost mage points.
Spells Per Day: A mage may cast any number of spells per day as long as he has mage points to do so. You may cast any spell you know by spending one mage point. Casting a spell from the highest level you can costs an additional mage point and forces a Dexterity Check (DC 10 + Spell Level) or the spell fizzles and the attempt is wasted (0-level spells are exempt). If the check is failed by 10 or more he suffers subdual damage equal to the spell level (0 damage for 0-level spells).
Magical Items: A mage can use any spell completion items (like a scroll) or activated items (like a wand or staff) as long as he knows the spell he is using with the item. If he does not know the spell he must have ranks in the skill 'Use Magic Device'. Emulating a spell that a mage does not know is a DC 20 + Spell Level check. If a mage is activating or completing an item with a spell he does not know, he must also spend 1 mage point. A mage must always be able to gesture as if he were fulfilling the somatic portion of a spell to use activated or completed magical items.
Familiar: A mage may, at any time in his career, permanently lose 1 mage point to gain a familiar. The familiar advances just as it would for a sorceror or wizard. If a level 1 mage wishes to begin with a familiar, he may not be able to cast spells (as he will not have any mage points).
Mage Sight: At 3rd level the Magician may notice existing magic spells just by passing by or looking in the right direction. The DM secretly rolls a Spot check for the mage and the DC is 10 + Spell Level (increasing difficulty for distance). A mage gets no information concerning the nature of the spell, just that a spell is active. A mage may spend 1 mage point to gain a +10 bonus to spot checks to notice existing spells. This bonus lasts for 10 minutes per mage class level.
Disrupt Magic: At 7th level the Magician can attempt to dispel magic (as the spell) in exchange for mage points. A targeted dispel magic costs 1 mage point, an area dispel magic costs 2 mage points. A mage may spend an additional mage point to get +10 on his dispel check. A mage must be able to gesture as if he were fulfilling the somatic portion of a spell to use this ability.
Counter Magic: At 11th level the Magician can attempt to counter a spell as it is being cast. A mage must ready an action, make a dispel check, and spend 1 mage point. A mage may spend an additional mage point to get +10 on his dispel check. A mage must be able to gesture as if he were fulfilling the somatic portion of a spell to use this ability.
Deflect Magic: At 15th level the Magician may attempt to deflect a spell being cast at him. The mage spends 1 mage point and gains Spell Resistance equal to 10 + Mage class levels. A mage may spend an additional mage point to get an additional +10 Spell Resistance. This ability only works against the next spell that targets or affects him. He must be aware and not flat-footed as well as able to gesture as if he were fulfilling the somatic portion of a spell to use this ability.
Claim Magic: At 19th level the Magician may attempt to gain control of an existing spell. The spell must have a duration that is not instantaneous. [Need to work on this ability]
Feats
Magician’s Temperance [Mage]
You have focused your study of magic and gained an important insight.
Prerequisite: Mage 4th +
Benefit: You gain an additional mage point and a +2 bonus on Dexterity checks.
Special:You may take this feat again if you are 10th level or higher.
Magician’s Aptitude [Mage]
You are especially adroit at manipulating magic.
Prerequisite: Mage 4th +
Benefit: You gain 2 mage points that may only be used for Mage Sight, Disrupt Magic, Counter Magic, Deflect Magic, or Claim Magic. These points cannot be used to cast spells or to activate any feats you may have. You also gain +2 to Spellcraft checks.
Special: You may take this feat again if you are 10th level or higher. You permanently lose 1 mage point by taking this feat.
Magician’s Specialty [Mage]
You have evolved a typical spell into something unique.
Prerequisite: Mage 4th +
Benefit: Choose one spell (you may choose a spell you have not yet learned, but gain no benefit until you do learn it). That spell has a +10 DC for anyone using spellcraft to identify it. Further you may spend 2 additional mage points to cast it 1 action faster than the casting time (so standard action becomes free action, 1 round becomes standard action, etc). Finally you never need to make dexterity checks to cast that spell (even if it is the highest level spell you can cast) although you still must be able to make somatic gestures.
Special: You may take this feat again if you are 10th level or higher. You permanently lose 2 mage points by taking this feat.
Magician’s Meditations [Mage]
You have found a way to regain lost mage points simply by meditating.
Prerequisite: Mage 1st, Wisdom 13+
Benefit: Once per day you may enter a meditative state by beating a Concentration check DC 20 + number of lost mage points. This state must be uninterrupted for 10 minutes, any disturbance spoils the attempt for the day. You regain up to 2 mage points (if you have not used at least 2 points, you only gain 1).
Special: You permanently lose 1 mage point by taking this feat.
War Magician [Mage]
You are more apt to enter melee than other magicians.
Prerequisite: Mage 1st, Str 13+
Benefit: Choose 1 martial melee weapon – you gain proficiency with that weapon. Additionally you suffer no penalties for casting spells in Light Armor, although you still must be able to make somatic gestures to cast spells.
Special: You permanently lose 1 mage point by taking this feat.
Reflect Magic [Mage]
You can turn magic spells instead of just deflecting them.
Prerequisite: Deflect Magic ability
Benefit: If a spell would not pass your spell resistance when you have activated your Deflect Magic ability, you may spend one mage point to redirect that spell to any target within range.
Whole Spell Knowledge [General]
You have learned both sides of a spell’s power.
Prerequisite: Spellcasting level 4th +, ability to learn spells
Benefit: Choose a spell with an opposing counterpart (Bless/Bane, Haste/Slow, Cure Lt Wounds/Inflict Lt Wounds, etc). You must already know the higher level counterpart if there is a level difference (if you do not yet know the spell, you get no benefit). You learn the opposing spell.
Special: You may take this feat again, each time it applies to a different set of spells.
Well there it is, please respond with any criticism/praise/cries of 'Broken!' etc
Technik
Magician or Mage
HD: d6
BAB: Medium
Saves: Good Will and Reflex, Poor Fortitude
Skills Per Level: 2 + Int
Skill List: Concentration, Escape Artist, Knowledge (All skills, taken individually), Open Lock, Ride, Spellcraft, Use Magic Device.
Class Abilities
Weapon and Armor Proficiency: Light Armor and Bucklers, All Simple Weapons.
Bonus Feats: At 5th, 10th, 15th, and 20th a Mage gets a bonus feat. These feats may be any with the [Mage] descriptor (See Below), Item Creation, or Spell Focus, Greater Spell Focus, and Spell Penetration.
Spells: At 1st, 2nd, 4th, 6th, and every 2 levels afterwards a Mage learns a new spell. The spell can be from any list (always use the highest if there are multiple spell levels), but cannot be higher level than 1/2 the Mage's class level (a mage learns a 0-level spell at 1st level). The mage's primary spell-casting atribute is Dexterity, but he does not get bonus spells. The DC to resist a mage's spell is 10 + Dexterity Modifier + Spell Level. A mage suffers from spell-casting failure by wearing armor, as an arcane spellcaster would. Every spell a mage casts has a somatic component (much like every spell a bard casts has a verbal component) even if the spell does not have one as written a mage must use his hands to cast a spell.
Mage Points: Each level a mage gains 1 mage point. Generally these points are used to cast spells, but they may be used for other reasons. If a spell or ability would cause the loss of spell slots, always deduct 2 mage points for each slot that would be lost. After resting for 8 hours, a mage regains any lost mage points.
Spells Per Day: A mage may cast any number of spells per day as long as he has mage points to do so. You may cast any spell you know by spending one mage point. Casting a spell from the highest level you can costs an additional mage point and forces a Dexterity Check (DC 10 + Spell Level) or the spell fizzles and the attempt is wasted (0-level spells are exempt). If the check is failed by 10 or more he suffers subdual damage equal to the spell level (0 damage for 0-level spells).
Magical Items: A mage can use any spell completion items (like a scroll) or activated items (like a wand or staff) as long as he knows the spell he is using with the item. If he does not know the spell he must have ranks in the skill 'Use Magic Device'. Emulating a spell that a mage does not know is a DC 20 + Spell Level check. If a mage is activating or completing an item with a spell he does not know, he must also spend 1 mage point. A mage must always be able to gesture as if he were fulfilling the somatic portion of a spell to use activated or completed magical items.
Familiar: A mage may, at any time in his career, permanently lose 1 mage point to gain a familiar. The familiar advances just as it would for a sorceror or wizard. If a level 1 mage wishes to begin with a familiar, he may not be able to cast spells (as he will not have any mage points).
Mage Sight: At 3rd level the Magician may notice existing magic spells just by passing by or looking in the right direction. The DM secretly rolls a Spot check for the mage and the DC is 10 + Spell Level (increasing difficulty for distance). A mage gets no information concerning the nature of the spell, just that a spell is active. A mage may spend 1 mage point to gain a +10 bonus to spot checks to notice existing spells. This bonus lasts for 10 minutes per mage class level.
Disrupt Magic: At 7th level the Magician can attempt to dispel magic (as the spell) in exchange for mage points. A targeted dispel magic costs 1 mage point, an area dispel magic costs 2 mage points. A mage may spend an additional mage point to get +10 on his dispel check. A mage must be able to gesture as if he were fulfilling the somatic portion of a spell to use this ability.
Counter Magic: At 11th level the Magician can attempt to counter a spell as it is being cast. A mage must ready an action, make a dispel check, and spend 1 mage point. A mage may spend an additional mage point to get +10 on his dispel check. A mage must be able to gesture as if he were fulfilling the somatic portion of a spell to use this ability.
Deflect Magic: At 15th level the Magician may attempt to deflect a spell being cast at him. The mage spends 1 mage point and gains Spell Resistance equal to 10 + Mage class levels. A mage may spend an additional mage point to get an additional +10 Spell Resistance. This ability only works against the next spell that targets or affects him. He must be aware and not flat-footed as well as able to gesture as if he were fulfilling the somatic portion of a spell to use this ability.
Claim Magic: At 19th level the Magician may attempt to gain control of an existing spell. The spell must have a duration that is not instantaneous. [Need to work on this ability]
Feats
Magician’s Temperance [Mage]
You have focused your study of magic and gained an important insight.
Prerequisite: Mage 4th +
Benefit: You gain an additional mage point and a +2 bonus on Dexterity checks.
Special:You may take this feat again if you are 10th level or higher.
Magician’s Aptitude [Mage]
You are especially adroit at manipulating magic.
Prerequisite: Mage 4th +
Benefit: You gain 2 mage points that may only be used for Mage Sight, Disrupt Magic, Counter Magic, Deflect Magic, or Claim Magic. These points cannot be used to cast spells or to activate any feats you may have. You also gain +2 to Spellcraft checks.
Special: You may take this feat again if you are 10th level or higher. You permanently lose 1 mage point by taking this feat.
Magician’s Specialty [Mage]
You have evolved a typical spell into something unique.
Prerequisite: Mage 4th +
Benefit: Choose one spell (you may choose a spell you have not yet learned, but gain no benefit until you do learn it). That spell has a +10 DC for anyone using spellcraft to identify it. Further you may spend 2 additional mage points to cast it 1 action faster than the casting time (so standard action becomes free action, 1 round becomes standard action, etc). Finally you never need to make dexterity checks to cast that spell (even if it is the highest level spell you can cast) although you still must be able to make somatic gestures.
Special: You may take this feat again if you are 10th level or higher. You permanently lose 2 mage points by taking this feat.
Magician’s Meditations [Mage]
You have found a way to regain lost mage points simply by meditating.
Prerequisite: Mage 1st, Wisdom 13+
Benefit: Once per day you may enter a meditative state by beating a Concentration check DC 20 + number of lost mage points. This state must be uninterrupted for 10 minutes, any disturbance spoils the attempt for the day. You regain up to 2 mage points (if you have not used at least 2 points, you only gain 1).
Special: You permanently lose 1 mage point by taking this feat.
War Magician [Mage]
You are more apt to enter melee than other magicians.
Prerequisite: Mage 1st, Str 13+
Benefit: Choose 1 martial melee weapon – you gain proficiency with that weapon. Additionally you suffer no penalties for casting spells in Light Armor, although you still must be able to make somatic gestures to cast spells.
Special: You permanently lose 1 mage point by taking this feat.
Reflect Magic [Mage]
You can turn magic spells instead of just deflecting them.
Prerequisite: Deflect Magic ability
Benefit: If a spell would not pass your spell resistance when you have activated your Deflect Magic ability, you may spend one mage point to redirect that spell to any target within range.
Whole Spell Knowledge [General]
You have learned both sides of a spell’s power.
Prerequisite: Spellcasting level 4th +, ability to learn spells
Benefit: Choose a spell with an opposing counterpart (Bless/Bane, Haste/Slow, Cure Lt Wounds/Inflict Lt Wounds, etc). You must already know the higher level counterpart if there is a level difference (if you do not yet know the spell, you get no benefit). You learn the opposing spell.
Special: You may take this feat again, each time it applies to a different set of spells.
Well there it is, please respond with any criticism/praise/cries of 'Broken!' etc

Technik
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