To qualify to become an Archmage, a character must fulfill the following criteria.
Skills: Spellcraft 12 ranks, Knowledge (arcane lore) 12 ranks, Concentration 12 ranks.
Archmages gain 1d6
hit points per level. The character's Constitution modifier applies.
Archmage gain a number of
action points equal to 7 plus one-half their character level, rounded down, every time they advance a level in this class.
The Archmage's
class skills are as follows:
Computer Use (Int),
Concentration (Con), Craft (chemical, electronic, mechanical, pharmaceutical) (Int),
Decipher Script (Int),
Demolitions (Int),
Disable Device (Int),
Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, technology, theology and philosophy) (Int),
Profession (Wis),
Read/Write Language (none),
Repair (Int),
Research (Int),
Speak Language (none), Spellcraft (Int).
Skill Points at Each Level: 7 + Intelligence modifier.
Count all character caster levels when determining the Archmage's casting level for
arcane spells.
At 2nd level, the Archmage increases the base number of
arcane spells per day by one half (round down). This increase occurs before modifications for high intelligence or other alterations. At 4th level, the Archmage again increases the number of
arcane spells available per day, this time to a total of twice what he would normally have. As before, this increase happens prior to any modifications or alterations.
At 5th level, failure during an
Incantation holds no penalty for the Archmage.
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