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Ma Ge

The Ma Ge is a primitive magic wielding base class from far off Yeeg, home of the gnolls. Their methods are brutal often sacrificing their own kind to enhance their abilities when needed. Ma Ge is intended to be an NPC class only though enterprising players may want to take a shot at it. It is entirely up to the GM.

Alignment: Any nongood.

Hit Die: d6.

Class Skills

The Ma Ge’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Alchemy) (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at 1st Level: (6 + Int modifier) x 4.

Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Ma Ge

Level

Base
Attack Bonus

Fort
Save

Ref
Save

Will
Save

Special

1st

+0

+2

+2

+0

Enslave Element, Elemental Host

2nd

+1

+3

+3

+0

Sneak Attack +1d6

3rd

+2

+3

+3

+1

Elemental Companion

4th

+3

+4

+4

+1

Elemental Affliction 1/day

5th

+3

+4

+4

+1

Elemental Armor

6th

+4

+5

+5

+2

Elemental Torment 1/day

7th

+5

+5

+5

+2

Elemental Animation

8th

+6/+1

+6

+6

+2

Enslave and Host now +4/+8 bonus

9th

+6/+1

+6

+6

+3

Sneak Attack +2d6

10th

+7/+2

+7

+7

+3

Elemental Agent

11th

+8/+3

+7

+7

+3

Elemental Infection

12th

+9/+4

+8

+8

+4

Elemental Affliction 2/day

13th

+9/+4

+8

+8

+4

Elemental Plague

14th

+10/+5

+9

+9

+4

+4 natural armor if in light or less

15th

+11/+6/+1

+9

+9

+5

Elemental Ally

16th

+12/+7/+2

+10

+10

+5

Elemental Torment 2/day

17th

+12/+7/+2

+10

+10

+5

Sneak Attack +3d6

18th

+13/+8/+3

+11

+11

+6

Affliction and Torment 3/day each

19th

+14/+9/+4

+11

+11

+6

Elemental Form

20th

+15/+10/+5

+12

+12

+6

All abilities usable 1 additional time per day


Class Features

All of the following are class features of the Ma Ge.

Weapon and Armor Proficiency: A Ma Ge is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (excluding tower shields).

Enslave Element/Elemental Host: At 1st level the Ma Ge chooses an element that represents them. The choices are air, blood, bone, earth, fire, flesh, water and wood. The Ma Ge gets a +2 to their saves against effects of that element. If blood, bone, or flesh is chosen then the +2 is against any spell that alters the Ma Ge's body (for example, polymorph effects) and necromantic effects. If wood is chosen then the +2 is against any plant based effect (like entangle). The Ma Ge also enjoys a +4 to intimidate against creatures of that element (undead and shapeshifters for blood, bone or flesh and plant based creatures and woodland fey for wood).

Sneak Attack: If a Ma Ge can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The Ma Ge’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 at 9th and 17th levels. Should the MaGe score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A Ma Ge can sneak attack only creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Ma Ge must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Ma Ge cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Elemental Affliction: Once per day the Ma Ge can twist the elemental energy the naturally exist in a living foe. With a melee touch attack the target must make a fortitude save DC 10+1/2 the Ma Ge's class level + wisdom modifier. If the target fails they take damage as follows.

Air

1d4 Con damage and cannot speak for 1 round.

Blood

1d4 Con damage and you heal 1d8 hp

Bone

1d3 Con damage and 1d3 Dex damage

Earth

1d3 Con damage and 1d3 Str damage

Fire

1d4 Con damage and 2d6 fire damage (Con damage is negated if fire damage is zero)

Flesh

1d3+2 Con damage

Water

1d3 Con damage and stunned for 1 round.

Wood

1d4 Con damage and immobilized for 1 round.


Elemental Companion: At 3rd level a part of the MaGe's chest is replaced by their element. This portion is alive and can be communicated with telepathically. It has the following abilities based on level.

MaGe's level

Companion Int

Ability

3rd - 4th

6

Blindsight 30'

5th - 6th

7

Can use a spell or ability of the MaGe once per day without taking up an action.

7th - 8th

8

Evasion

9th - 10th

9

Uncanny Dodge

11th - 12th

10

Mind Effecting spells and effects have 50% chance of affecting companion instead

13th - 14th

11

Can use a spell or ability of the MaGe 3 times per day without taking up an action.

15th - 16th

12

Improved Uncanny Dodge

17th - 18th

13

Can form a 1' tendril to use MaGe's touch abilities.

19th - 20th

14

Blindsight 60'


Elemental Armor: As a free action the MaGe's elemental companion can animate itself around the MaGe forming what amounts to an armor with the following effects and AC. This protection is in addition to any armor the MaGe may already be wearing and improves you armor by the amount listed. The armor taxes your companion and can only be active for a number of rounds per day equal to the MaGe's class level.

Element

AC bonus

Effect

Air

+2

Additional +4 AC against ranged attacks, 20% miss vs all attacks.

Blood

+2

Living foes within 5' striking the MaGe take 1d3 damage, you heal that amount

Bone

+3

+4 to grapple checks and an deal +1d8 piercing damage with unarmed attacks

Earth

+4

+4 to resist bullrush and trip attacks and to hide in natural surroundings

Fire

+2

Living foes within 5' striking the MaGe take 1d6 fire damage

Flesh

+3

Fast healing 2

Water

+1

+4 Dex for 1 round if you don't move more than 5' on your turn

Wood

+3

May make a disarm attempt as an immediate action once per round against a foe that has struck you with a melee weapon. If your hands are free then you have the weapon.


Elemental Torment: Once per day the Ma Ge can wrench the elemental energy that naturally exist in a living foe. With a melee touch attack the target must make a fortitude save DC 10+1/2 the Ma Ge's class level + wisdom modifier. If the target fails they take damage as follows.

Element

Effect

Air

1d10 Con damage, cannot speak for 3 rounds and stunned for 2 rounds.

Blood

1d10 Con damage, you heal 5d8 hp and target bleeds 1d4 hp per round till healed

Bone

1d6 Con damage, 1d6 Dex damage and entangled in their own bones if they fail save by 5 or more. Count as helpless until a restoration is cast.

Earth

1d8 Con damage, 1d8 Str damage and paralyzed for 1 round.

Fire

1d10 Con damage and 5d6 fire damage (Con damage is negated if fire damage is zero)

Flesh

1d8+4 Con damage

Water

1d8 Con damage, stunned for 3 rounds and must make an additional fortitude at the start of their next turn or fall unconscious for 1d4 rounds.

Wood

1d10 Con damage, immobilized for 3 rounds and non-Wood MaGe's in 5' are entangled if they don't make a Ref save for 2 rounds.


Elemental Animation: Once per day, lasting 10 minutes per class level, the M aGe can animate its element. It cannot animate the elements inside another living thing until 12th level (Fort save DC 10+1/2 the MaGe's level +wis modifier or die instantly, on a successful save the MaGe fails to animate the element in question) or itself so only unattended element can be affected by this. The Ma Ge also needs at least enough element to fill a 5' square. The animated element acts as follows.

Element

Animated as,

Air

Medium Air elemental

Blood

Medium Water elemental (any fresh medium sized corpse will do, no vortex ability instead can cast Fear as the spell once every ten minutes)

Bone

Medium Skeleton with 6HD instead and is not undead. Counts as a medium animated object.

Earth

Medium Earth elemental

Fire

Medium Fire elemental

Flesh

Zombie with 6HD instead, is not undead and can take full round actions. Counts as a medium animated object.

Water

Medium Water elemental

Wood

Medium Animated object that cast Entangle every 10 minutes.


Elemental Agent: By spending some of their Intelligence the Ma Ge can create a telepathic bond with the elements naturally inside a living foe. When using any of their touch abilities the MaGe can invest some of their Int into that persons element. The Ma Ge can then telepathically experience whatever the subject experiences, without them knowing. The Ma Ge can also establish this rapport by using some fresh element from the subject, so long as it's no more than 10 minutes old.

Elemental Infection: Once per day for every 2 class levels the Ma Ge can taint the elements naturally inside a living foe. A touch attack (or as part of an unarmed attack) deals 1 Con damage and the target must make a Fort save DC 10+1/2 the MaGe's class level +wis mod or take 1d3 Con damage one round later.

Elemental Plague: This is the same as the Elemental Animation ability except the MaGe can animate one element per 3 class levels and these elements stay animated for 2 rounds per level. If the animated material comes from a living target then their HD cannot be more than ½ the MaGe's class level. This ability is usable once per day.

Elemental Ally: As Elemental Agent, but 3 points of Int are invested instead. The MaGe can control the subject as per Domination. A remove curse spell or dispel magic can remove this effect.

Elemental Form: still in progress.



Feats

Elemental Familiar: prerequisites – Elemental Companion class ability.

Your Elemental Companion can leave your body. It has all the stats of a normal arcane casters familiar using your MaGe class levels as the base level with the following adjustments based on the MaGe's base element.

Element

Adjustments to familiar

Air

-2 str, +4 dex, -2 con. Can fly at 100' (perfect) regardless of form. DR 5/magic

Blood

+2 con. DR 5/magic

Bone

+2 dex. +1 natural armor. Damage reduction 5/bludgeoning

Earth

+2 str, -4 dex, +2 con. +1 natural armor. DR 5/bludgeoning

Fire

+2 dex. +1d4 fire damage on all natural attacks. DR 5/magic

Flesh

Fast healing 1

Water

+2 con. DR 5/magic

Wood

+1 natural armor. DR 5/bludgeoning


Extend Tendril: prerequisites – Elemental Companion class ability.

The tendril your companion creates has a reach of 10' now and may make one additional attack each round at -5 so long as you haven't moved this round.

Additional Affliction: prerequisites – Elemental Affliction class ability.

May use your Elemental Affliction class ability one additional time per day. You may take this feat multiple times.

Additional Torment: prerequisites – Additional Affliction

You may use your elemental torment ability one additional time per day.

Extend Elemental Armor : prerequisites – Elemental Armor class ability.

You may use your Elemental Armor class ability for 4 additional rounds each day.

Wicked Elementalism: prerequisite – Elemental Affliction class ability, Sneak Attack 2d6.

When using Elemental Affliction or Elemental Torment against a foe that is flanked or denied their dex bonus add 1 to the DC for each die of sneak attack you possess.