Villain class: darkmage

hong

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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

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.
 
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Sample characters:


3rd level darkmage:

CR 3; Medium humanoid (human); HD 3d6+3 (16 hp); Init +1; Spd 30 ft; AC 15 (touch 11, flat-footed 14); BAB +1; Grap +0; Atk +1 melee (1d4-1/19-20, masterwork dagger); SA Spells; SQ DR 5/adamantine, darkmage abilities; AL CE; SV Fort +2, Ref +3, Will +5; Str 8, Dex 12, Con 10, Int 16, Wis 12, Cha 12.

Skills: Concentration +6, Knowledge (all) +9, Intimidate +7, Listen +7, Spellcraft +9, Use Magic Device +7.

Feats: Spell Focus (evocation), Toughness, Fiery Burst (2d6).

Spells (caster level 3rd, save DC = 13 + spell level, or 14 + spell level for evocation spells): 2 1st, 1 2nd.

Equipment: masterwork dagger.



5th level darkmage:

CR 5; Medium humanoid (human); HD 5d6+3 (23 hp); Init +1; Spd 30 ft; AC 16 (touch 11, flat-footed 15); BAB +2; Grap +1; Atk +2 melee (1d4/19-20, +1 dagger); SA Spells; SQ DR 5/adamantine, darkmage abilities; AL CE; SV Fort +3, Ref +4, Will +7; Str 8, Dex 12, Con 10, Int 18, Wis 12, Cha 12.

Skills: Concentration +8, Knowledge (all) +12, Intimidate +9, Listen +9, Spellcraft +12, Use Magic Device +9.

Feats: Spell Focus (evocation), Toughness, Fiery Burst (3d6), Still Spell.

Spells (caster level 5th, save DC = 14 + spell level, or 15 + spell level for evocation spells): 2 1st, 2 2nd, 1 3rd.

Equipment: +1 dagger.



10th level darkmage:

CR 10; Medium humanoid (human); HD 10d6+20 (57 hp); Init +7; Spd 30 ft; AC 23 (touch 13, flat-footed 20); BAB +5; Grap +5; Atk +6 melee (1d4+1/19-20, +1 dagger); SA Spells; SQ DR 10/adamantine, darkmage abilities; AL CE; SV Fort +12, Ref +11, Will +14; Str 10, Dex 16, Con 14, Int 22, Wis 14, Cha 14.

Skills: Concentration +15, Knowledge (all) +19, Intimidate +15, Listen +15, Spellcraft +19, Use Magic Device +15.

Feats: Spell Focus (evocation), Great Fortitude, Fiery Burst (5d6), Still Spell, Improved Initiative, Empower Spell.

Spells (caster level 10th, save DC = 16 + spell level, or 17 + spell level for evocation spells): 2 1st, 2 2nd, 2 3rd, 2 4th, 1 5th.

Equipment: +1 dagger, gloves of Dexterity +2, amulet of health +2, headband of intellect +2.



15th level darkmage:

CR 15; Medium humanoid (human); HD 15d6+60 (115 hp); Init +9; Spd 30 ft; AC 30 (touch 15, flat-footed 25); BAB +7; Grap +7; Atk +8 melee (1d4+1/19-20, +1 dagger); SA Spells; SQ DR 10/adamantine, darkmage abilities; AL CE; SV Fort +18, Ref +17, Will +19; Str 10, Dex 20, Con 18, Int 26, Wis 16, Cha 14.

Skills: Concentration +22, Knowledge (all) +26, Intimidate +20, Listen +21, Spellcraft +26, Use Magic Device +20.

Feats: Spell Focus (evocation), Great Fortitude, Fiery Burst (8d6), Still Spell, Improved Initiative, Empower Spell, Silent Spell, Dimensional Jaunt (40'), Quicken Spell.

Spells (caster level 15th, save DC = 18 + spell level, or 19 + spell level for evocation spells): 2 1st, 2 2nd, 2 3rd, 2 4th, 2 5th, 2 6th, 2 7th, 1 8th.

Equipment: +1 dagger, gloves of Dexterity +4, amulet of health +4, headband of intellect +4.



20th level darkmage:

CR 20; Medium humanoid (human); HD 20d6+132 (192 hp); Init +11; Spd 30 ft; AC 37 (touch 17, flat-footed 30); BAB +10; Grap +11; Atk +11 melee (1d4+2/19-20, +1 dagger); SA Spells; SQ DR 10/adamantine, true seeing, darkmage abilities; AL CE; SV Fort +24, Ref +23, Will +26; Str 12, Dex 24, Con 22, Int 30, Wis 18, Cha 16.

Skills: Concentration +29, Knowledge (all) +33, Intimidate +26, Listen +27, Spellcraft +33, Use Magic Device +26.

Feats: Spell Focus (evocation), Great Fortitude, Fiery Burst (8d6), Still Spell, Improved Initiative, Empower Spell, Silent Spell, Dimensional Jaunt (45'), Quicken Spell, Spell Penetration, Spell Focus (necromancy).

Spells (caster level 20th, save DC = 20 + spell level, or 21 + spell level for evocation or necromancy spells): 2 1st, 2 2nd, 2 3rd, 2 4th, 2 5th, 2 6th, 2 7th, 2 8th, 2 9th.

Equipment: +1 dagger, gloves of Dexterity +6, amulet of health +6, headband of intellect +6.
 

hongus said:
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.)
I really don't like this. As you say, it's probably as big a deal as it seems at that level, but why encourage this sort of tactics? I thought we wanted to fights that wind up as they go on. With this, it basically doesn't matter what you've been doing for the last 5 rounds, everyone needs to pile on and take him down in one fell swoop.

A darkmage is treated as always having spells available of the highest level he can cast, for the purpose of reserve feat effects.
This is cool.
 

Well, I've been toying for a while now with running a fight where the bad guy seems invincible... basically, no matter how hard you hit him, he just shrugs it off. You have to really go all-out and/or use a plot-device item to take him down.

And besides, you're still running him out of resources. Each round he casts a spell or uses an ability, that's another spell slot gone. Basically, he can take it for 10 rounds (20 slots) before having to run, and half of those will be pretty wimpy spells (<= 5th level).
 


Stupid question,

What do you think would need to be done to use this class in Iron Heroes? I like it much better than the Dreaded Sorcerer, which is quickly becoming a bit too predictable an opponent type IMC.
 

Probably nothing.

The class is intended as an opponent for a party of D&D PCs. Since Iron Heroes PCs are intended to fight the same opponents as D&D PCs...
 

I was more thinking of the fact that hong made these specifically as D&D villain classes instead of, say, IH/D&D villain classes. Or maybe it's just because there already are versions of these for IH. But I like hong's caster villain better than Mearls's!
 

ruleslawyer said:
I was more thinking of the fact that hong made these specifically as D&D villain classes instead of, say, IH/D&D villain classes. Or maybe it's just because there already are versions of these for IH. But I like hong's caster villain better than Mearls's!

Heh, that was one of the things about the IH dread sorc that struck me, actually. After a while, you're going to run out of new and fancy tricks to pull.

As Jasin says, you could probably use the class for IH as given. You might have to stay away from spells that IH characters don't have counters for, eg wall of force or Otto's irresistible dance, but the stats themselves should be up to it.

One change might be to incorporate the item boosts in the character stats: instead of +2 enhancement to Int, make it a +2 inherent bonus. Since IH is supposed to be low-magic-items, and all.
 
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You know, as cool as this is, I think it would be more accessible to stat up a Warlock with stat/attackbonus/AC/DC-oriented gear at each level... but leave the actual selection of Invocations out of it.
 

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