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Sorry I haven't been on since my post, its been a busy week. I will respond at length when the weekend is over.


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I have always loved the Final Fantasy series. From the time I started playing RPG's I always looked for what could be turned into the blue mage, imho one of the best classes ever made, so I finally decided to take matters into my own hands. Here it is players everywhere my rendition of the Blue Mage.

Blue Mage Table:

Level BAB Abilities Fort. Reflex Will
1 0 Blue Magic, Blue Energy 0 2 2
2 1 Bonded Weapon, Bonded Boost 0 3 3
3 2 Channel Blue Magic 1 3 3
4 3 Blue Magic, Defense 1 4 4
5 3 Bonded Boost 1 4 4
6 4 Advance Blue Magic 2 5 5
7 5 Azure Knowledge 2 5 5
8 6 Blue Immunity 2 6 6
9 6 Blue Evasion, Bonded Boost 3 6 6
10 7 Blue Magic Defense, Greater 3 7 7
11 8 Azure Quarry 3 7 7
12 9 Advance Blue Magic 4 8 8
13 9 Improved Azure Knowledge 4 8 8
14 10 Bonded Boost 4 9 9
15 11 Blue Counter 5 9 9
16 12 Improved Blue Evasion 5 10 10
17 12 Improved Blue Immunity 5 10 10
18 13 Advance Blue Magic 6 11 11
19 14 Bonded Boost 6 11 11
20 15 Ultimate Blue Magic 6 12 12

Blue Mage Abilities:

Hit Dice: D8

Alignment: Any

Skills:
Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering), Knowledge (Nature), Knowledge (The Planes), Knowledge (Religion), Perception (Wis), Profession (Wis), Sense Motive (Wis), Swin (Str)

Weapon and Armor Proficiency:
A Blue Mage is proficient with light armor as well as simple weapons and the scimitar.

Class Abilities:
Blue Magic - A Blue Mage learns the abilities of monsters he has knowledge of, he does this by making a Knowledge check to learn what he can about a certain monster. A successful check allows him to learn what abilities the target monster has, the more abilities the monster has the higher the check is to learn all he can. The blue mage can only learn abilities that are supernatural or spelllike and offer a save against it. After he has identified a monster with an ability he wants to learn the blue mage must then be attacked by this ability and succeed the saving throw. Once the save is made the Blue Mage can choose to forgo the reduced effect from the save and take the full effect and gain knowledge of the ability for 12 hours. During this time he must fill in an entry in his bestiary in order to keep the knowledge forever. Each use of Blue Magic consumes 1 point of Blue Energy.

Blue Energy – A blue mage has a pool of energy from which he draws the power to use his blue magic. A blue mage's energy pool is equal to 1/2 his blue mage level + charisma modifier. A blue mage must get a full nights rest in order for his blue energy pool to replenish itself.

Azure Knowledge – The Blue Mage can take 10 on any knowledge check to find out information about a creature. Improves to +20 later.
Blue Magic Defense – As a full round action a Blue Mage can make a single attack against a monster that he has knowledge of can forgo normal damage and instead learn one currently active defensive ability from his target.

Blue Magic Defense, Greater – When a Blue Mage steals a defensive ability the target must make a Will save equal to the Blue Mages attack roll. If the save fails the ability ends immedatley, if the save succeeds there is no effect on the target.

Advance Blue Magic – Allows the Blue Mage to advance the die he rolls on a single blue magic ability. (i.e. d4 to d6 or d8 to d10). A blue magic ability can only be advanced once.

Ultimate Blue Magic – The Blue Mage picks one of his known abilities that advances as the monster he learned it from advances (i.e. the breath weapon of a dragon as it goes up in age category.) to its maximum number of dice rolled.

Blue Evasion - Once per day a Blue Mage can re-roll a just failed save against an attack he was trying to learn. The Blue Mage must take the results of the second roll no matter the result.

Improved Blue Evasion – Blue Evasion goes to 3 times per day.

Bonded Weapon – A blue forms a special bond with his saber. While being wielded by the blue mage it has a ghostly blue aura. A bonded weapon can have many different boosts which the blue mage chooses as he levels up. These boosts are listed below:
Defensive Boost – Each time the Blue Mage takes this boost he gains a cumulative +1 bonus to his attack rolls when using blue magic, defense.
Channel Boost – Each time the Blue Mage takes this boost he gains a 2 extra damage dice when he channels his Blue Magic through his bonded weapon. This effect applies before applying Blue Meta feats.
Counter Boost – Each time the Blue Mage takes this boost he gains 1 bonus die when he attempts to counter an enemy ability.

Blue Immunity - Allows the Blue Mage to retry a saving throw 1d4 rounds after a failed save against a poison, disease or status condition he is afflicted with that he has in his bestiary. Can only be used once per affliction

Improved Blue Immunity - Improves Blue Immunity to total immunity.

Azure Quarry – The Blue Mage can take make a knowledge check to track his quarry moving at normal speed. The Blue Mage also gains a +4 bonus to any save made against the creatures abilities. When the Blue Mage learns an ability from his quarry or the quarry dies the Blue Mage must wait 1 week before choosing another quarry.

Channel Blue Magic – While wielding his bonded weapon a blue mage can channel his blue magic through this weapon in a single melee attack. This attack is a standard action.

Azure Knowledge – A blue mage can take 10 on all knowledge checks to find out information about a creature.

Improved Azure Knowledge – Azure Knowledge improves to +20

Blue Counter – When a Blue Mage is attacked by an ability he has in his bestiary he can as an immediate action spend 4 point of Blue Energy and attempt to counter the ability. This functions similar to counterspell except the blue mage makes a knowledge check to identify the ability being used. If the ability being countered has more damage dice then the blue mage's ability then that much damage is countered instead.

Blue Meta Magic Feats
Empowered Blue Magic – Increases the amount of damage dealt by blue magic by 50%. Applying this to a blue magic ability uses two extra uses of blue energy.

Maximize Blue Magic – All variable numeric effects are maximized. Applying this to a Blue magic ability uses three extra uses of blue energy,

Quicken Blue Magic – Allows the blue mage to use his blue magic as a swift action. An ability with a casting time of 1 full round action cannot be quickened. Applying this to a blue magic ability uses four extra uses of blue energy.

Channel Blue Meta Magic – Allows the blue mage to apply blue meta magic feats to channeled blue magic.

Extra Blue Magic – Gives the Blue Mage 4 extra point in his Blue Energy Pool.


I am building a big bad for a game I am currently writing and I seem to have come up with a case of "writers block". I want this big bad to be a Witch but aside from that I can't really figure out where to go from there. Her role, because she is a part of a group of big bad's, is that of a hindrance or de-buffer. Just to give you all an idea of what she will be working with here are her fellow BBEG's: Anti-Paladin, Zen Archer, Oracle and Rogue.

All the BBEG's are CR22 of various races and/or monsters. I'm not set on having her run to 20 as a witch if I can find a good monster to build her from. Any help or guidance would be greatly appreciated.


Thanks Welly and Paul for the feedback. You both were able to shed light and perspective on the problem we were facing. We agreed to take your advice Paul and make all class levels 1-to-1 for this and future arena matches we have.


My friend and I are creating advances monsters to pit in 1-on-1 arena battles. Our monsters are supposed to be between CR 23 and 25, with a plausible back story to explain any alignment variations from the bestiary's.

My creation started life as a Movanic Deva with 20 levels in Paladin that succumbed to temptation and fell, not only as a paladin but an angel as well becoming an anti-Paladin.

The monster advancement rules in the bestiary list paladin, and I'm assuming anti-paladin since it's an alternate class feature of the paladin, as not being a key class for a combat role monster when determining the new CR. Following those rules my monster should be CR 25, 10 from Movanic Deva, and a total of 15 from anti-paladin. My friend disagrees and says for this application it should be key for my monster. Any thoughts, considerations, or comments are welcome,