Second villain class: the evil arcanist. For more on villain classes, see here.
Darkmage
The darkmage class can be used to represent a human(oid) wizard or other character who relies primarily on spellcasting.
Class table
Class statistics
Hit die: d6
Skills: The darkmage has ranks equal to his level +3 in Concentration, Knowledge (all areas), Intimidate, Listen, Spellcraft and Use Magic Device. He gains no other ranks, nor does he benefit from synergy bonuses.
Proficiencies: The darkmage is proficient with all simple weapons. He does not gain proficiency with armour or shields.
Class abilities
The darkmage's caster level for all spells and spell-like abilities is equal to his class level.
Arcane Resistance (Sp): The darkmage gains a resistance bonus to all saving throws equal to half his level, rounded down. This can be dispelled, but the darkmage can restore it on his turn as a standard action.
Arcane Defense (Sp): The darkmage gains an armor bonus to AC equal to his level (minimum +4). This is a force effect. This can be dispelled, but the darkmage can restore it on his turn as a standard action.
Blacksteel Skin (Sp): The darkmage has damage reduction 5/adamantine. This increases to 10/adamantine at 8th level. This can be dispelled, but the darkmage can restore it on his turn as a standard action.
At 22nd level, the darkmage gains DR 10/epic overlapping with his DR 10/adamantine. This cannot be dispelled.
True Seeing (Sp): At 16th level, the darkmage gains continuous true seeing, as the spell. This can be dispelled, but the darkmage can restore it on his turn as a standard action.
Spell Swarm (Su): As a standard action, a darkmage of 22nd level or higher can cast two spells simultaneously. Both spells must have a casting time of one standard action or less. The darkmage can take no actions on the turn after he uses this ability.
Perfected Vigor (Su): At the start of his turn, a darkmage of 25th level or higher automatically heals all damage taken, as if he had fast healing equal to his maximum hit point total +10. (This is probably not going to slow down 25th level PCs that much.)
Bonus feats: At 4th, 12th and 20th level, the darkmage gains a bonus feat. This can be chosen from Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, any metamagic feat, or any reserve feat (CMage). He must meet the normal prerequisites for these feats. A darkmage is treated as always having spells available of the highest level he can cast, for the purpose of reserve feat effects.
Spellcasting: The darkmage has the ability to cast spells on the wizard/sorcerer spell list. His primary casting ability is Intelligence: to cast a spell, he must have an Intelligence score equal to at least 10 + the spell level, and the save DCs for his spells are calculated as 10 + spell level + Int modifier.
The darkmage gains a limited number of spell slots per encounter, as given in the table. Unlike other spellcasting classes, he does not gain additional spell slots from a high Intelligence score, nor are his slots limited on a daily basis. When casting a spell, the darkmage can cast any spell on his spell list; he does not have to prepare it or select it ahead of time as a known spell. The darkmage is an arcane spellcaster, and so his spells suffer from the arcane spell failure chance from wearing armour and shields.
For the purpose of feats and other special abilities, the darkmage is treated as a caster who prepares spells. Thus, for example, he does not require a full-round action to use metamagic feats.
In addition to casting spells, the darkmage can use spell slots to power the abilities listed below. A spell slot used to power a special ability is expended, and cannot be used to cast a spell. All of these are spell-like abilities.
Spell Shield: As an immediate action, the darkmage gains a deflection bonus to AC equal to 2 x the level of the slot used to power this ability. This lasts until the start of the darkmage's next turn.
Infernal Health: As an immediate action, the darkmage regains lost hit points equal to 10 x the level of the slot used to power this ability. His hit points cannot go above his normal maximum.
Baleful Insight: As an immediate action, the darkmage gains an insight bonus to his next skill check equal to 2 x the level of the slot used to power this ability.
Nullify Magic: As an immediate action, the darkmage gains spell resistance equal to 10 + 2 x the level of the slot used to power this ability. This is effective against the next spell or spell-like effect.
Spells per encounter:
Possessions
The darkmage is equipped with gear appropriate to a master of arcane magic. The following magic items are those commonly found on darkmages; others may be substituted at your discretion.
From 6th level, the darkmage has a headband of intellect +2, which improves to +4 at 12th level, +6 at 18th level and +8 at 24th level. From 7th level he has gloves of Dexterity +2, which improve to +4 at 13th level, +6 at 19th level and +8 at 25th level. From 8th level he has an amulet of health +2, which improves to +4 at 14th level and +6 at 20th level.
Darkmage
The darkmage class can be used to represent a human(oid) wizard or other character who relies primarily on spellcasting.
Class table
Code:
level BAB Fort* Ref* Will* Other Str Dex* Con* Int* Wis Cha
1 +0 0+0 0+0 2+0 arcane gifts 8 12 10 16 12 12
2 +1 0+1 0+1 3+1 8 12 10 16 12 12
3 +1 1+1 1+1 3+1 8 12 10 16 12 12
4 +2 1+2 1+2 4+2 bonus feat 8 12 10 16 12 12
5 +2 1+2 1+2 4+2 8 12 10 18 12 12
6 +3 2+3 2+3 5+3 8 14 12 18+2 12 12
7 +3 2+3 2+3 5+3 8 14+2 12 18+2 14 12
8 +4 2+4 2+4 6+4 DR 10/adamantine 10 14+2 12+2 18+2 14 12
9 +4 3+4 3+4 6+4 10 14+2 12+2 18+2 14 12
10 +5 3+5 3+5 7+5 10 14+2 12+2 20+2 14 14
11 +5 3+5 3+5 7+5 10 14+2 14+2 20+2 14 14
12 +6 4+6 4+6 8+6 bonus feat 10 14+2 14+2 20+4 14 14
13 +6 4+6 4+6 8+6 10 16+4 14+2 20+4 16 14
14 +7 4+7 4+7 9+7 10 16+4 14+4 22+4 16 14
15 +7 5+7 5+7 9+7 10 16+4 14+4 22+4 16 14
16 +8 5+8 5+8 10+8 true seeing 10 16+4 16+4 22+4 16 14
17 +8 5+8 5+8 10+8 12 16+4 16+4 22+4 16 14
18 +9 6+9 6+9 11+9 12 16+4 16+4 22+6 16 14
19 +9 6+9 6+9 11+9 12 16+6 16+4 24+6 18 16
20 +10 6+10 6+10 12+10 bonus feat 12 18+6 16+6 24+6 18 16
21 +10 7+10 7+10 12+10 12 18+6 18+6 24+6 18 16
22 +11 7+11 7+11 13+11 DR 10/epic 12 18+6 18+6 24+6 18 16
23 +11 7+11 7+11 13+11 spell swarm 12 18+6 18+6 26+6 18 16
24 +12 8+12 8+12 14+12 12 18+6 18+6 26+8 18 16
25 +12 8+12 8+12 14+12 perfected vigor 12 18+8 18+6 26+8 20 16
* includes bonuses from special abilities and items listed below
Class statistics
Hit die: d6
Skills: The darkmage has ranks equal to his level +3 in Concentration, Knowledge (all areas), Intimidate, Listen, Spellcraft and Use Magic Device. He gains no other ranks, nor does he benefit from synergy bonuses.
Proficiencies: The darkmage is proficient with all simple weapons. He does not gain proficiency with armour or shields.
Class abilities
The darkmage's caster level for all spells and spell-like abilities is equal to his class level.
Arcane Resistance (Sp): The darkmage gains a resistance bonus to all saving throws equal to half his level, rounded down. This can be dispelled, but the darkmage can restore it on his turn as a standard action.
Arcane Defense (Sp): The darkmage gains an armor bonus to AC equal to his level (minimum +4). This is a force effect. This can be dispelled, but the darkmage can restore it on his turn as a standard action.
Blacksteel Skin (Sp): The darkmage has damage reduction 5/adamantine. This increases to 10/adamantine at 8th level. This can be dispelled, but the darkmage can restore it on his turn as a standard action.
At 22nd level, the darkmage gains DR 10/epic overlapping with his DR 10/adamantine. This cannot be dispelled.
True Seeing (Sp): At 16th level, the darkmage gains continuous true seeing, as the spell. This can be dispelled, but the darkmage can restore it on his turn as a standard action.
Spell Swarm (Su): As a standard action, a darkmage of 22nd level or higher can cast two spells simultaneously. Both spells must have a casting time of one standard action or less. The darkmage can take no actions on the turn after he uses this ability.
Perfected Vigor (Su): At the start of his turn, a darkmage of 25th level or higher automatically heals all damage taken, as if he had fast healing equal to his maximum hit point total +10. (This is probably not going to slow down 25th level PCs that much.)
Bonus feats: At 4th, 12th and 20th level, the darkmage gains a bonus feat. This can be chosen from Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, any metamagic feat, or any reserve feat (CMage). He must meet the normal prerequisites for these feats. A darkmage is treated as always having spells available of the highest level he can cast, for the purpose of reserve feat effects.
Spellcasting: The darkmage has the ability to cast spells on the wizard/sorcerer spell list. His primary casting ability is Intelligence: to cast a spell, he must have an Intelligence score equal to at least 10 + the spell level, and the save DCs for his spells are calculated as 10 + spell level + Int modifier.
The darkmage gains a limited number of spell slots per encounter, as given in the table. Unlike other spellcasting classes, he does not gain additional spell slots from a high Intelligence score, nor are his slots limited on a daily basis. When casting a spell, the darkmage can cast any spell on his spell list; he does not have to prepare it or select it ahead of time as a known spell. The darkmage is an arcane spellcaster, and so his spells suffer from the arcane spell failure chance from wearing armour and shields.
For the purpose of feats and other special abilities, the darkmage is treated as a caster who prepares spells. Thus, for example, he does not require a full-round action to use metamagic feats.
In addition to casting spells, the darkmage can use spell slots to power the abilities listed below. A spell slot used to power a special ability is expended, and cannot be used to cast a spell. All of these are spell-like abilities.
Spell Shield: As an immediate action, the darkmage gains a deflection bonus to AC equal to 2 x the level of the slot used to power this ability. This lasts until the start of the darkmage's next turn.
Infernal Health: As an immediate action, the darkmage regains lost hit points equal to 10 x the level of the slot used to power this ability. His hit points cannot go above his normal maximum.
Baleful Insight: As an immediate action, the darkmage gains an insight bonus to his next skill check equal to 2 x the level of the slot used to power this ability.
Nullify Magic: As an immediate action, the darkmage gains spell resistance equal to 10 + 2 x the level of the slot used to power this ability. This is effective against the next spell or spell-like effect.
Spells per encounter:
Code:
level 1 2 3 4 5 6 7 8 9 10*
1 1
2 2
3 2 1
4 2 2
5 2 2 1
6 2 2 2
7 2 2 2 1
8 2 2 2 2
9 2 2 2 2 1
10 2 2 2 2 2
11 2 2 2 2 2 1
12 2 2 2 2 2 2
13 2 2 2 2 2 2 1
14 2 2 2 2 2 2 2
15 2 2 2 2 2 2 2 1
16 2 2 2 2 2 2 2 2
17 2 2 2 2 2 2 2 2 1
18 2 2 2 2 2 2 2 2 2
19 2 2 2 2 2 2 2 2 2 1
20 2 2 2 2 2 2 2 2 2 2
21 2 2 2 2 2 2 2 2 2 2
22 2 2 2 2 2 2 2 2 2 2
23 2 2 2 2 2 2 2 2 2 2
24 2 2 2 2 2 2 2 2 2 2
25 2 2 2 2 2 2 2 2 2 2
* while there are no 10th level spells, the darkmage can use these slots
to cast metamagicked versions of lower-level spells.
Possessions
The darkmage is equipped with gear appropriate to a master of arcane magic. The following magic items are those commonly found on darkmages; others may be substituted at your discretion.
From 6th level, the darkmage has a headband of intellect +2, which improves to +4 at 12th level, +6 at 18th level and +8 at 24th level. From 7th level he has gloves of Dexterity +2, which improve to +4 at 13th level, +6 at 19th level and +8 at 25th level. From 8th level he has an amulet of health +2, which improves to +4 at 14th level and +6 at 20th level.
Last edited: