Homebrew Rage Mage


Homebrew and House Rules

Scarab Sages

*Please note, names are subject to change.

Hi, all! I've recently taken the time to write up my own 20 level base class version of the often hated Rage Mage prestige class from Complete Warrior, attempting not only to salvage the class, but utilize the Pathfinder Core Rules as a basis for it. Here's what I'm looking for:

1) Feedback. ANYTHING you think needs changing, preferably with arguments that support your opinion.

2) Criticism. Now, I don't care if you think this concept is stupid. My goal is to make it playable without being TOO powerful. Please point out typos, obviously overpowered abilities, etc. Be picky.

3) Play-Testing. Alright, I know this is probably WAY more than I can hope to get, but if anyone feels like trying the class out, they are more than welcome to. Let me know how it goes.

Scarab Sages

Behold, the RAGE MAGE! For the guy that can't get enough of beating things over the head AND lighting things on fire.

Basics:

HD: d10

BAB: Fighter
Good Saves: Fort
Bad Saves: Ref, Will

Spells
1st 2nd 3rd 4th 5th 6th
1 0 0 0 0 0
2 0 0 0 0 0
3 0 0 0 0 0
3 1 0 0 0 0
4 2 0 0 0 0
4 3 0 0 0 0
4 3 1 0 0 0
4 4 2 0 0 0
5 4 3 0 0 0
5 4 3 1 0 0
5 4 4 2 0 0
5 5 4 3 0 0
5 5 4 3 1 0
5 5 4 4 2 0
5 5 5 4 3 0
5 5 5 4 3 1
5 5 5 4 4 2
5 5 5 5 4 3
5 5 5 5 5 4
5 5 5 5 5 5

Spells Known
0th 1st 2nd 3rd 4th 5th 6th
4 2 0 0 0 0 0
5 3 0 0 0 0 0
6 4 0 0 0 0 0
6 4 2 0 0 0 0
6 4 3 0 0 0 0
6 4 4 0 0 0 0
6 5 4 2 0 0 0
6 5 4 3 0 0 0
6 5 4 4 0 0 0
6 5 5 4 2 0 0
6 6 5 4 3 0 0
6 6 5 4 4 0 0
6 6 5 5 4 2 0
6 6 6 5 4 3 0
6 6 6 5 4 4 0
6 6 6 5 5 4 2
6 6 6 6 5 4 3
6 6 6 6 5 4 4
6 6 6 6 5 5 4
6 6 6 6 6 5 5

Class Feature Progression:

Special
1---Spellfury, Magic Source, Combat Casting
2---Spellfury Power
3---
4---Spellfury Power
5---Evasion
6---
7---
8---Spellfury Power
9---
10---
11---Greater Spellfury
12---Spellfury Power
13---
14---
15---
16---Spellfury Power
17---Tireless Spellfury
18---
19---
20---Mighty Spellfury, Spellfury Power

Class Feature Descriptions:

Weapon/Armor Proficiencies -- Rage Mages are proficient with Simple Weapons and with Light and Medium Armor.

Spells -- A Rage Mage’s spells are Charisma-based. A rage mage's spells count as Arcane spells if the Arcane magic source is selected, and as Divine spells if the Divine or Druidic magic source is selected.

Spellfury -- Starting at 1st level, a Rage Mage may enter a state of Spellfury for a number of rounds per day equal to 4 + his Charisma modifier. Temporary increases to Charisma, such as those gained from spell fury and spells like Eagle’s Splendor, do not increase the total number of rounds that a Rage Mage can rage per day. A rage mage can enter a spell fury as a free action. The total number of rounds of spell fury per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in a Spellfury, a rage mage gains a +2 morale bonus to his Strength, Constitution, and Charisma, as well as a +2 morale bonus on Reflex saves. In addition, he takes a -2 penalty to Armor Class. The increase to Constitution generates the same affect as a barbarian’s rage. However, while in a rage, a Rage Mage retains the ability to cast any spells available on his spell list.
While in a spell fury, a rage mage may gain access to bonus spells due to having a high ability score. These bonus spells may only be used once per day, and only while in spell fury. Entering a spell fury twice in the same day does not allow the rage mage to cast additional bonus spells.
A rage mage can end his spell fury as a free action and is fatigued after spell fury for a number of rounds equal to 2 times the number of rounds spent in spell fury. Other limitations follow the same guidelines as a barbarian’s rage.

Spellfury Power -- At level 2, 4, and every 4 levels after, a Rage Mage gains access to special abilities that augment his spell casting and melee abilities while in spell fury. Unless otherwise noted, you may not select a Spellfury Power more than once.

Augment Strength -- Once during a spell fury, you may sacrifice a spell slot of any level you can cast in order to gain an insight bonus to damage rolls equal to the spell’s level until you end the spellfury. Doing so is a swift action.

Augment Fortitude -- Once during a spell fury, you may sacrifice a spell slot of any level you can cast in order to gain Damage Reduction (X)/ Magic equal to the spell’s level. This lasts until the end of the spell fury.

Augment Speed -- Once during a spell fury, you may sacrifice one spell slot of any level you can cast in order to gain a morale bonus to speed equal to 5x the spell level for the duration of the spell fury. This ability does not function if the Rage Mage is wearing Medium or Heavy armor, or is wielding a shield.

Channel Spell -- Once during a spell fury, you may cast a spell as a swift action (as though modified by the Quicken Spell feat) without increasing the spell’s level. You must be at least 8th level to select this power. You may select this power multiple times. Each time allows you to cast an additional spell as per the power’s description.

Augment Spell Power -- During a spell fury, you gain a bonus equal to your Strength Modifier to penetrate the spell resistance of any creature that you threaten with a melee weapon. You must be at least 12th level to select this power.

Augment Weapons -- Once during a spell fury, you may sacrifice a spell slot of any level you can cast in order to increase the damage of your next attack by 1d6 fire, cold, lightning, or acid (chosen upon use of this power) /spell level sacrificed. You must be at least 4th level to select this power.

Strengthen Spells -- During a spell fury, whenever you cast a spell that deals hit point damage, add your Strength modifier to the damage dealt against all affected targets. You must be at least 8th level to select this power.

Spell sight -- During a spell fury, whenever you cast a spell, you gain the benefit of True Seeing for a number of rounds equal to 1+ the spell’s level. You must be at least 8th level to select this power.

Tidal Fury -- Once during a spell fury, you may make a melee attack against every creature within 10’ of the Rage Mage (15’ if the Rage Mage is wielding a weapon with the Reach quality) as a standard action. A successful hit deals melee attack damage plus fire, acid, lightning, or cold damage equal to the Rage Mage’s level (chosen upon use). You must be at least 12th level to select this power.

Rage Turning -- Once during a spell fury, you may sacrifice a spell slot of any level you can cast as a move action. For one round, you reflect a number spell levels equal to the spell sacrificed back at the caster, as per the spell Spell Turning. You must be at least 16th level to select this power.

Elemental Channeling -- During a spellfury, you may sacrifice a spell slot and choose one spell you know with the fire, lightning, cold, or acid keywords. For the duration of the rage, you gain resistance against damage of spell type equal to 5x the level of the spell slot sacrificed. You must be at least 4th level to select this power.

Spell Hammer -- During a spell fury, whenever you make a melee attack against a creature with spell resistance, the creature receives a cumulative -2 penalty to its spell resistance as long as you maintain spell fury. You must be at least 8th level to select this power.

Magic Step -- Once during a spell fury, you may sacrifice a spell slot of any spell level you can cast in order to teleport yourself up to 10’ per spell level as a move action. This is a spell-like ability. You must be at least 4th level to select this power.

Arcane Scream -- Once during a spell fury, you may let out a bone-chilling howl as a swift action. For the duration of your spell fury, all allies that can hear you gain a +2 morale bonus to caster level for the purposes of determining the effects and duration of arcane spells cast. You must be at least 8th level and have the Arcane magic source to select this power.

Shield of Divinity -- Once during a spell fury, you may create an aura with a 30’ radius around you. For the duration of your spellfury, whenever you strike an enemy with a melee attack, any allies within the aura gain a +2 divine bonus to Armor Class and a +1 divine bonus to all saving throws for 1 round. This ability does not affect you. You must be at least 8th level and have the Divine magic source to select this power.

Nature’s Wrath -- Once during a spell fury, you may cause a mass of thorny vines to sprout from your body as a swift action. For the duration of your spellfury, enemies within 20’ of you must succeed at a reflex save (DC 10+½ Rage Mage level+ Charisma Modifier) or take 1d6 + ½ Rage Mage level piercing damage at the beginning of your turn. You must be at least 8th level and have the Druidic magic source to select this power.

Rage-Fueled Blows -- During a spell fury, you may add your Charisma modifier as a bonus to attack rolls instead of your Strength modifier.

Greater Spellfury -- The bonuses granted by your Spellfury class feature increase to +4 to Strength and Charisma, and +3 to Reflex saves.

Mighty Spellfury -- At level 20, the bonuses granted by Spellfury increase to +4 to Strength, Constitution, and Charisma, +4 to Reflex saves, and you no longer receive a penalty to Armor Class during Spellfury.

Magic Source -- At level one, you choose which source your Rage Mage draws his power from.

Arcane --
Level 1: You ignore the spell failure chance of light armor.
Level 4: You gain a familiar. Your effective wizard level for determining your familiar’s abilities is equal to your Rage Mage level -3.
Level 7: You may add any 2nd level spell from the Sorcerer/Wizard spell list to your list of spells known.
Level 10: You gain the Spell Focus feat as a bonus feat.
Level 13: You may add any 3rd level spell from the Sorcerer/Wizard spell list to your list of known spells.
Level 17: You may add any 4th level spell from the Sorcerer/Wizard spell list to your list of known spells.
Level 20: Your familiar may cast any spell of 3rd level or lower that you know 1/day as a spell-like ability.

Divine --
Level 1: You gain the Shield Proficiency feat as a bonus feat.
Level 4: You gain access to the special abilities of one cleric domain. You do not add the bonus spells of that domain to your spell list. Your effective cleric level for determining the power of your abilities is equal to your rage mage level -3.
Level 7: You may add one 2nd level spell from the Cleric spell list to your list of spells known.
Level 10: You gain the Life Link ability.
Life Link: Once per day, when an ally drops below 0 hit points, you may sacrifice any number of hit points, and that ally regains HP equal to the amount you sacrificed.
Level 13: You may add any 3rd level spell from the Cleric spell list to your list of known spells.
Level 17: You may add any 4th level spell from the Cleric spell list to your list of known spells.
Level 20: Once per day, you may use Channel Positive Energy as a cleric equal to your Rage Mage level as a swift action. This effect only heals designated allies, including you.

Druidic --
Level 1: You gain a +1 bonus to Natural Armor.
Level 4: Nature Bond -- You gain an animal companion. Your effective druid level for determining your companion’s abilities is equal to your Rage Mage level -3.
Level 7: You may add one 2nd level spell from the Druid spell list to your list of spells known.
Level 10: When you enter a spell fury, instead of gaining the listed bonuses, you may instead transform yourself into an animal as the spell Beast Shape II. You remain shape shifted until you exit spell fury.
Level 13: You may add any 3rd level spell from the Druid spell list to your list of known spells.
Level 17: You may add any 4th level spell from the Druid spell list to your list of known spells.
Level 20: When you enter a spell fury, instead of gaining the listed bonuses, you may instead transform yourself into an animal or magical beast as the spell Beast Shape III. You remain shape shifted until you exit spell fury.

**Edit: It's pretty obvious that I used a lot of the Barbarian class terminology and write-ups, so anytime I use the word "Rage", I mean "Spellfury".

Scarab Sages

Rage Mage Spell List:

0th
Bleed
Detect Magic
Light
Know Direction
Detect Poison
Flare
Arcane Mark
Touch of Fatigue
Daze

1st
Bane
Cause Fear
Doom
Endure Elements
Magic Weapon
Longstrider
Jump
Enlarge Person
Expeditious Retreat
Shield
True Strike
Burning Hands
Shocking Grasp

2nd
Scorching Ray
Scare
Alter Self
Bear's Endurance
Bull's Strength
Spider Climb
Cat's Grace
Darkvision
Flame Blade
Warp Wood
Chill Metal
Heat Metal
Align Weapon
Sound Burst

3rd
Dispel Magic
Wind Wall
Water Breathing
Call Lightning
Spike Growth
Arcane Sight
Displacement
Vampiric Touch
Flame Arrow
Fly
Haste
Slow
Lightning Bolt

4th
Fire Shield
Fear
Stoneskin
Lesser Globe of Invulnerability
Rusting Grasp
Ice Storm
Spike Stones
Air Walk
Poison
Dimensional Anchor
Freedom of Movement

5th
Break Enchantment
Disrupting Weapon
Spell Resistance
True Seeing
Call Lightning Storm
Interposing Hand
Wall of Force
Transmute Rock to Mud
Transmute Mud to Rock
Cone of Cold

6th
Wall of Iron
Harm
Globe of Invulnerability
Repulsion
Chain Lightning
Greater Dispel Magic
Move Earth
Blade Barrier

RPG Superstar 2012 Top 32

I actually liked the Rage Mage. This seems like a neat concept, if hard to balance.

One thing you might want to do when posting a class on the boards here (which is REALLY bad at posting tables) is just do the following:

BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10

It's easier to read, a lot more concise, and it doesn't take up half the page. It is assumed that non-good saves use the poor progression.

I think the spellfury shouldn't give a bonus to Reflex saves--especially if it is also giving a penalty to AC. It just doesn't make sense. I would also drop the Evasion ability. What you might want to do instead is give some kind of spellfury ability that allows the rage mage to ignore a single magical attack once per spellfury.

I really like the different magic sources (arcane, divine, and druidic).

There are a lot of empty levels, too. Maybe give spellfury powers every even level, and source powers every odd level. Well, I can see putting in "empty" levels where you get new spell levels (4, 8, 12, 16). This is gonna be a powerful class and hard to balance.

Scarab Sages

Thanks for the tip on posting BAB, Saves, etc. Many of the "Empty" levels are filled in with bonuses from the Magical sources.

Additionally, I wanted to put fewer spellfury powers in there because I feel like the class is a bit to close to Barbarian, so buy dropping the number of powers gained, it helps balance it out a little bit.

As for the Reflex saves, I'll agree that I don't know how much conceptual sense it makes, but I wanted a way for the class to more closely resemble the Barbarian rage. I guess I'll probably have to rethink the bonuses granted by the feature.

RPG Superstar 2012 Top 32

You might want the spellfury to give +2 Str, Con, and Cha; improved spellfury give +4 Str, Con, and Cha, greater spellfury +6 Str, Con, Cha. Also, don't allow the temporary increase to Charisma result in bonus spells; it breaks the standard rule and is a book keeping nightmare.

You might want to change some of the names of the spellfury powers, as they are a bit misleading. For example, Augment Fortitude doesn't augment your Fortitude Saves, but grants you Damage Reduction. Maybe call it Arcane Damage Reduction, and have it grant DR x/- instead of x/magic, since most opponents at that level will have magic weapons and the ability to bypass it with ease.


I don't like that it gets everything a barbar gets for his big class feature (rage) but also casts spells need some tweaking me thinks

Scarab Sages

Alright, I've tweaked the Spellfury class feature a bit. Here's the revised version.

Spellfury

Starting at 1st level, a Rage Mage may enter a state of Spellfury for a number of rounds per day equal to 4 + his Charisma modifier. Temporary increases to Charisma, such as those gained spell fury and spells like Eagle’s Splendor, do not increase the total number of rounds that a Rage Mage can rage per day. A rage mage can enter a spell fury as a free action. The total number of rounds of spell fury per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in a Spellfury, a Rage Mage adds +1d6 extra fire, acid, lightning, or cold damage (chosen upon entering spell fury) on one melee attack per round, and gains a +4 bonus to Charisma. While in spellfury, the rage mage retains the ability to cast rage mage spells (spells gained from any class other than rage mage cannot be cast during spellfury).
While in a spell fury, a rage mage does not gain access to bonus spells gained by the Charisma bonus granted by the spell fury..
A rage mage can end his spell fury as a free action and is fatigued after spell fury for a number of rounds equal to 2 times the number of rounds spent in spell fury. Other limitations follow the same guidelines as a barbarian’s rage.

Greater Spellfury now simply increases the Charisma bonus to +6, and Mighty Spellfury now increases this bonus to +8. In addition, the extra damage dealt while in spellfury improves by 1d6 per 5 class levels (Levels, 1, 5, 10, 15, and 20) for a total of 5d6 at level 20.

I've also added two new class features:

Magic Resistance and Absorb Magic

Magic Resistance grants a bonus to all saving throws while in spellfury, starting at level 3, and increasing every 3 levels after that until level 12. This starts as a +1 bonus. At level 6, you get an additional +1 bonus to either Arcane or Divine spells, depending on your magic source. At level 9, you get a +2 bonus (+3 depending on your magic source), and at 12 you get a +4 against your magic source.

Absorb Magic grants the Rage Mage temporary hit points whenever he is hit buy a hostile spell that deals hit point damage. These are gained after the spell does its damage, and the amount gained equals the level of the spell. He gets this ability at level 14. At level 19, the amount of temporary hit points gained doubles.

*Edit: Also, changed the Druidic magic source to Fey.

RPG Superstar 2012 Top 32

You might want to change Absorb Spell so that he gains the bonus hit points only if he successfully resists the effects of the hostile spell. Otherwise, it is basically Acid, Cold, Electricity, Fire, Sonic, Force, Negative Energy, etc. Resistance equal to the hostile spell's level.

Scarab Sages

Alright! I've done some more revising, and am interested to know what people think.

Magic Resistance now begins at level 3 and increases to the next bonus every 4 levels until level 15.

Absorb Magic has been given a new effect. The ability is now gained at level 19.

Absorb Magic-- Whenever you successfully save against a spell type matching your spell source (Arcane/Divine respectively) that deals hit point damage, you regain hit points equal to the spell level after calculating the damage. You must take damage in order for this ability to function (i.e., you cannot give your self Resist Fire 30 and have a friend pound you with scorching rays for health, however ineffective it would be).

You now gain Spellfury Powers every 2 levels, starting at level 2 through level 20.

At levels 9 and 13, you gain Improved Combat Casting and Greater Combat Casting.

Improved Combat Casting increases the bonus to concentration checks granted by the Combat Casting feat (bonus level 1 feat) to cast defensively by +2.

Greater Combat Casting increases the bonus to concentration checks granted by the Combat Casting feat to cast defensively by +2 (stacks with Improved Combat Casting). In addition, if you cast a spell that deals hit point damage while threatened, increase the DC for the spell by +1 for every creature threatening you.

Also added the Channel Spellfury ability.

At level 14, you gain the ability to channel your spellfury into a single melee attack. You may use this ability once per day at level 14, and an additional time at level 19. You must be in spellfury to use this ability. When you use the Channel Spellfury ability, make a special melee attack as a standard action. If the attack hits and deals damage, the extra damage from your Spellfury class feature is considered maximized, and you may cast any rage mage spell that you know that deals hit point damage without using a spell slot. Only the target you attacked is affected by this spell. Using this ability immediately ends the spellfury.

Scarab Sages

I suppose at this time I should explain my reasoning for adding so many abilities to this character. While the character sometimes seems too powerful to me, I realize that he has a number of limiting factors going against him.

1) Moderate Spellcasting Progression: Yeah, he gets access to a decent number of spells, but I really tried to limit them to damage or buff spells. Sure, there are a few minor defensive spells there, and a few I put there for practical purposes, but he's never going to top the spellcasting abilities of a Cleric/Druid/Wizard/Witch/Sorcerer.

2) Actions: The one thing I tried to do is allow the Spellfury abilities use up swift actions so that this character can still be an effective melee character or spellcaster if he chooses. However, while there are a FEW abilities that allow him to do both in a round, they take some time to get (level 8+), and are only usable a limited number of times per day (changed the text on some of the Spellfury powers).

3) Attacks: This is one thing I'm debating over. The Rage Mage is designed to be a melee class. This is why I gave him the full BAB and d10 hit dice. However, you'll notice that he has no class features that give him a bonus to attack rolls (with the exception of one spellfury power that adds his Charisma bonus to them instead of Strength). What this means is that each Rage Mage has to, essentially, choose between being more Magic oriented, or more melee oriented, and choosing either causes the other to suffer, though only a bit. A Magic oriented rage mage will never be able to outdo a Barbarian or Fighter in melee combat, while a melee oriented Rage Mage will never be a particularly potent caster.

Now, if I'm wrong on these points, please feel free to correct me. I'm still looking for input and ways for this class to be a bit more balanced. Most of the spellfury powers take up Spells to fuel them, so I think they're a pretty fair trade, all things considered. Still, let me know what you guys think so far.

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