Red Mage: Class Skills
Red Mage: Class Skills
Red Mage: Class Skills
Everyone wants to do something. Some people want to heal and help others, whether by magical or non-
magical means. Some wish to become great warriors, forging their names in battle and increasing their martial
prowess. Some wish to become better magicians, learning new spells or having better control over powers they
already have. Others wish to become more skillful, learning new skills and becoming better at the skills they
already have. But there are a rare few who wish to do everything at once. These skilled individuals are known
as red mages. Red magic is an ancient arcane tradition that blends offensive spells, curative magic, and melee
combat. While red mages do not belong to an organization, they tend to wear distinctive garb and share
mannerisms and signals, allowing them to recognize each other and work together on short notice.
Role: Red mages spend much of their time traveling the world, learning whatever martial or arcane secrets they
can find. They might spend months learning a new sword-fighting style from a master warrior, while
simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path
dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.
Alignment: Any.
Starting Wealth: 4d6 × 10 gil (average 140 gil.) In addition, each character begins play with an outfit worth 10
gil or less.
Class Skills
The red mage’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str),
Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int),
Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Points Per Level: 4 + Int modifier.
Class Features
All of the following are class features of the red mage.
Weapon and Armor Proficiency: Red mages are proficient with all simple and martial weapons including
power rods and power staves. They are also proficient with light armor, medium armor, and shields (except
tower shields) but can cause his spells with somatic components to fail.
Limit Breaks (Su): At 1st level, the red mage receives the Limit Breaks (Dual Spells and Flexibility).
Dual Spellcasting (Su): This Limit Break allows the red mage to cast a healing spell and a damage spell
in the same round for a duration of 1 round + 1 round per four red mage levels after 1st. MP must be paid for
both spells. This limit break requires only a swift action.
Flexibility (Su): This Limit Break allows the red mage to change his current HP total and current MP
total on the fly. As an immediate action, for a duration of 1 round + 1 round per four red mage levels after 1st,
the red mage can swap any number of points from HP to MP or from MP to HP on a 1 for 1 basis. The red mage
cannot swap below 1 hit point. This limit break requires only a swift action.
Spells: A red mage casts red magic spells which are drawn from the red mage spell list. A red mage begins play
with 2 1st level red mage spells of his choice. At each new red mage level, he gains one new spell of any spell
level or levels that he can cast (based on his new red mage level). Like most mages, a red mage can find or
purchase scrolls with spells to add to his repertoire.
To learn or cast a red mage spell, the red mage must have a Charisma score equal to at least 10 + the spell level
(Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw
against a red mage’s spell is 10 + the spell level + the red mage’s Charisma modifier. In addition, a red mage
gains additional MP for having a high attribute (Charisma).
Red Magery (Ex): At 1st, 5th, 9th, 13th, and 17th level, a red mage increases his power with his spells. At each
such opportunity, he can choose from the list of the following (with a maximum of 2 per):
Extra Quick Casts: This grants the red mage an additional use of Quick Cast per day.
Quick Mind: This grants the red mage an additional swift or immediate action per round.
Ruby Knowledge Mastery: This increases the Intelligence/Wisdom bonus to spells from Ruby
Knowledge as if it were four points higher.
Spell Combat Expertise: This lowers the attack penalty by 2.
Spell Proficiency (Ex): Red mages are considered to have the Precise Shot feat while casting spells or using
any magical items that require ranged touch.
Cantrips: Red mages learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but
they do not consume MP and may be used again. Red mages begin with 2 0-level spells and gain an additional
0-level spell every four levels after 1st level.
Ruby Knowledge (Ex): A red mage is specialized in dealing and healing damage with his spells. Whenever a
red mage casts a spell that deals hit point dice damage, he adds his Intelligence bonus (if any) to the amount of
damage dealt. Whenever a red mage casts a spell that heals hit point dice damage, he adds his Wisdom bonus (if
any) to the damage healed. A single spell can never gain this extra damage or healing more than once per
casting. If a spell deals or heals damage for more than 1 round, it does not gain the benefit of the ruby
knowledge ability. The bonus from this ability applies only to spells that he casts as a red mage, not to those he
might have by virtue of levels in another class.
Spell Combat (Ex): At 1st level, a red mage learns to cast spells and wield his weapons at the same time. This
functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this
ability, the red mage must have one hand free, while wielding a light or one-handed melee weapon in the other
hand. As a full-round action, he can make all of his attacks with his melee weapon at a –4 penalty and can also
cast any spell from his red mage spell list with a casting time of 1 standard action (any attack roll made as part
of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty
on his attack rolls, up to his Charisma bonus, and add the same amount as a circumstance bonus on his
Concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A red mage can
choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast
the spell between weapon attacks.
Arcane Pool (Su): At 2nd level, the red mage gains a reservoir of mystical arcane energy that he can draw upon
to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to half his red mage
level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the red mage rests for a full
8 hours.
At 2nd level, a red mage can expend 1 point from his arcane pool as a swift action to grant any weapon he is
holding a +1 enhancement bonus for 1 minute. For every four levels beyond 2nd the weapon gains another +1
enhancement bonus, to a maximum of +5 at 18th level. These bonuses can be added to the weapon, stacking
with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with
themselves.
At 6th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming,
flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These
properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at
least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and
properties are decided when the arcane pool point is spent and cannot be changed until the next time the red
mage uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the red
mage.
A red mage can only enhance one weapon in this way at one time. If he uses this ability again, the first use
immediately ends.
Quick Learner (Minor): At 2nd and 6th level, a red mage chooses one of the following abilities to add to his
list of class features:
Advanced Learning (Ex): The red mage can add a new spell from the black or white mage spell list to
his list with a level of his highest known spell level or lower. He may select this special ability multiple
times, each time he adds a different spell to his spells known.
Bonus Metamagic Feat: The red mage gains a bonus metamagic feat he meets the prerequisites for.
Weapon Bond (Ex): The red mage selects one weapon he is proficient with. He gains Weapon Focus
with this weapon, even if he does not meet the prerequisites for it. The red mage can only take this
ability once.
Spellstrike (Su): At 2nd level, whenever a red mage casts a touch (melee or ranged) spell from the red mage
spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the
touch attack normally allowed to deliver the spell, a red mage can make one free melee attack with his weapon
(at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal
damage as well as the effects of the spell. If the red mage makes this attack in concert with spell combat, this
melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical
range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect
only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Armored Mage (Ex): At 3rd level, normally, armor heavier than light armor interferes with a spell-caster's
gestures, which can cause spells to fail if those spells have a somatic component. A red mage's limited focus
and specialized training, however, allows him to avoid spell failure so long as he sticks to light armor and light
shields. This training does not extend to medium armor or to heavy shields. This ability does not apply to spells
gained from a different spell-casting class. At 7th level, a red mage learns to use medium armor with no chance
of spell failure. At 10th level, a red mage learns to use heavy shields with no chance of spell failure.
Ruby Arcana: As he gains levels, a red mage learns arcane secrets tailored to his specific way of blending
martial puissance and magical skill. Starting at 3rd level, a red mage gains one ruby arcana. He gains an
additional ruby arcana for every three levels of red mage attained after 3rd level. Unless specifically noted in a
ruby arcana’s description, a red mage cannot select a particular ruby arcana more than once. Ruby arcana that
affect spells can only be used to modify spells from the red mage spell list unless otherwise noted.
Accurate Strike (Ex): The red mage can expend 2 points from his arcane pool as a swift action to resolve
all of his melee weapon attacks until the end of his turn as melee touch attacks. Prerequisite: Red Mage 9
Aquatic Agility (Su): Benefit: As an immediate action, the red mage can spend 1 point from his arcane
pool to gain the benefits of water breathing for 1 round per level. During this time, he can ignore the effects of
rough water and underwater combat on his attacks and movement. Prerequisite: Red mage 6
Arcane Accuracy (Su): The red mage can expend 1 point from his arcane pool as a swift action to grant
himself an insight bonus equal to his Charisma bonus on all attack rolls until the end of his turn.
Arcane Cloak (Su): The red mage can expend 1 point from his arcane pool to add his Charisma bonus to
Stealth checks and Bluff checks to create a diversion in order to hide. This bonus lasts for 1 minute.
Arcane Dealer (Su): The red mage gains the Deadly Dealer feat, even if he does not meet the
prerequisites. He can use his arcane pool to grant a deck of cards an enhancement bonus as though it were a
ranged weapon with 54 pieces of ammunition. The red mage must use either Arcane Strike or his arcane pool to
enhance the cards in order to use them as weapons. Prerequisite: Red mage 6
Arcane Edge (Su): The red mage can expend 1 point from his arcane pool as an immediate action after
hitting a target with a slashing or piercing weapon in order to deal an amount of bleed damage equal to his
Charisma modifier (minimum 0). Prerequisite: Red Mage 9
Arcane Redoubt (Su): As a swift action, the red mage can expend 1 point from his arcane pool to treat
his shield bonus to AC (including any enhancement bonus) as a bonus to touch AC until the beginning of his
next turn.
Arcane Redoubt, Greater (Su): Whenever the red mage uses his arcane redoubt ruby arcana, he may
spend an additional point from his arcane pool in order to apply his shield bonus to AC (including any
enhancement bonus) as a bonus on Reflex saves until the beginning of his next turn. If he is targeted with an
effect requiring a Reflex save while using this power, he may spend 2 points from his arcane pool as an
immediate action to grant himself evasion, or 4 points to grant himself improved evasion. Prerequisite: Red
Mage 12, arcane redoubt ruby arcana
Bane Blade (Su): Whenever the red mage enhances his weapon using his arcane pool, he may spend 1
additional point from his arcane pool to add the bane special ability to the weapon. Prerequisite: Red Mage 15
Broad Study (Ex): The red mage selects another one of his spellcasting classes. The red mage can use
his spell combat abilities while casting or using spells from the spell list of that class. Prerequisite: Red Mage
6, levels in another spellcasting class
Concentrate (Ex): The red mage can reroll any concentration check he has just made with a +4 bonus.
He must use this ability after the roll is made, but before the roll’s outcome is determined. The red mage must
take the second roll, even if it is worse. The red mage can use this ability once per day.
Devoted Blade (Su): Whenever the red mage enhances his weapon using his arcane pool, he may spend
1 additional point from his arcane pool to add either the anarchic, axiomatic, holy, or unholy special ability to
the list of available options. A red mage may only add one of these abilities if it matches his own alignment.
Prerequisite: Red Mage 12
Dispelling Strike (Su): The red mage can spend 1 or more points from his arcane pool as a swift action
to imbue his weapon with a special power. If the weapon strikes a creature within the next minute, that creature
is the subject of a targeted dispel using the red mage’s level as the caster level, except that this effect cannot
dispel a spell of a level higher than the number of arcane pool points expended to activate this ability (treat
higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest
caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.
Prerequisite: Red Mage 9
Enduring Blade (Su): Whenever the red mage enchants his weapon using his arcane pool, he may spend
1 additional point from his arcane pool to increase the duration to 1 minute per red mage level. Prerequisite:
Red Mage 6
Empowered Magic (Su): The red mage can cast one spell per day as if it were modified by the Empower
Spell feat. This does not increase the MP cost or the level of the spell. Prerequisite: Red Mage 6
Familiar (Ex): The red mage gains a familiar. This familiar follows the rules for familiars presented
here: http://www.d20pfsrd.com/classes/core-classes/wizard/familiar
Ghost Blade (Su): Whenever the red mage enchants his weapon using his arcane pool, he may spend 1
additional point from his arcane pool to add the brilliant energy and ghost touch special abilities to the list of
available options. Prerequisite: Red Mage 9
Hasted Assault (Su): The red mage can expend 1 point from his arcane pool as a swift action to move
more quickly. This functions as haste, but only targets the red mage and lasts for a number of rounds equal to
the red mage’s Charisma bonus. Prerequisite: Red Mage 9
Ki Arcana (Ex): The red mage may use points from his arcana pool and ki points from a ki pool granted
by another class interchangeably. Prerequisite: Red mage 6, must also have levels in a class that grants a ki
pool
Lingering Pain (Su): The red mage can expend 1 point from his arcane pool as an immediate action after
hitting a target with a weapon attack. All damage from that attack is considered continuous damage for the
purposes of any concentration checks made by the target prior to the beginning of the red mage’s next turn.
Maneuver Mastery (Ex): The red mage has mastered one combat maneuver. He selects one maneuver
when selecting this arcana. Whenever he is attempting the selected maneuver, he uses his red mage level in
place of his base attack bonus (in addition to any base attack bonus gained from other classes). A red mage can
select this ruby arcana more than once. Its effects do not stack. Each time he selects this arcana, he selects
another combat maneuver.
Maximized Magic (Su): The red mage can cast one spell per day as if it were modified by the Maximize
Spell feat. This does not increase the MP cost or the level of the spell. Prerequisite: Red Mage 12
Pool Strike (Su): The red mage can expend 1 point from his arcane pool as a standard action to charge
his free hand with elemental energy. He can make a melee touch attack with that hand as a free action as part of
activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of elemental damage
(earth, fire, ice, lightning, water, or wind chosen when he spends the arcane pool point to activate this ability). If
he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 6th level, and every
three levels thereafter, the amount of damage dealt by this attack increases by 1d6.
Pool Strike, Arcing (Su): The red mage can expend 1 additional point from his arcane pool when using
the pool strike arcana. If his attack hits, the red mage can target a number of enemies within 15 feet equal to his
Charisma modifier (minimum 0) with a ranged touch attack as a free action. Those struck take the same
elemental damage as the primary target of the pool strike, including increased damage on a critical hit.
Prerequisite: Red Mage 12, pool strike ruby arcana
Pool Strike, Clinging (Su): The red mage can expend 1 additional point from his arcane pool when
making a pool strike. A single target of his pool strike takes elemental damage as normal from the pool strike
and also takes half this amount of damage at the beginning of its turn on the following round. Prerequisite: Red
Mage 9, pool strike ruby arcana
Prescient Attack (Su): The red mage can expend 1 point from his arcane pool as an immediate action
after hitting a target with a weapon attack, allowing him to anticipate his opponent’s defenses. The target is
denied its Dexterity bonus against the red mage’s attacks until the end of the red mage’s next turn.
Prerequisite: Red Mage 6
Prescient Defense (Su): The red mage can expend 1 point from his arcane pool as an immediate action
after hitting a target with a weapon attack, granting him a premonition of his enemy’s intentions. The red mage
gains a bonus to his AC and on Reflex saves equal to his Charisma modifier (minimum 0) against attacks by
that opponent until the beginning of his next turn. Prerequisite: Red Mage 9
Quickened Magic (Su): The red mage can cast one spell per day as if it were modified by the Quicken
Spell feat. This does not increase the MP cost or the level of the spell. Prerequisite: Red Mage 15
Reflection (Su): The red mage can sacrifice 1 or more points from his arcane pool as an immediate
action to reflect a spell back at its caster. This functions as reflect, but only if the targeted spell is of a level
equal to or lower than the number of points expended. If insufficient points are expended, they instead grant an
insight bonus on any saving throws allowed by the spell, equal to the number of points spent. Prerequisite: Red
Mage 15
Rod Mastery (Su): Whenever the red mage uses a rod, he calculates the DC for any spell it contains
using his Charisma modifier (minimum 0) instead of the minimum modifier needed to cast a spell of that level.
Rod Wielder (Su): The red mage adds his Charisma bonus (minimum 0) on caster level checks made to
overcome spell resistance when using a spell contained within a rod.
Scroll Mastery (Su): Whenever the red mage uses a scroll, he may expend 1 point from his arcane pool
to allow him to calculate the DC for any spell contained on the scroll using his Charisma modifier, instead of
the minimum modifier needed cast a spell of that level. Prerequisite: Red mage 6
Silent Magic (Su): The red mage can cast one spell per day as if it were modified by the Silent Spell feat.
This does not increase the MP cost or the level of the spell.
Spell Blending (Ex): When a red mage selects this arcana, he must select one spell from the black or
white mage spell list that is of a red mage spell level he can cast. He adds this spell to his list of red mage spells
known as a red mage spell of its black or white mage spell level. He can instead select two spells to add in this
way, but both must be at least one level lower than the highest-level red mage spell he can cast. A red mage can
select this red mage arcana more than once.
Spell Shield (Su): The red mage can expend a point from his arcane pool as an immediate action to grant
himself a shield bonus to AC equal to his Charisma bonus until the end of his next turn.
Spell Trickery (Ex): When the red mage successfully performs a dirty trick combat maneuver, he can
cast an illusion or enfeebling spell with a casting time of 1 standard action or less as a swift action.
Prerequisite: Red mage 12
Spellbreaker (Ex): The red mage gains Spellbreaker as a bonus feat. Prerequisite: Red Mage 9
Still Magic (Su): The red mage can cast one spell per day as if it were modified by the Still Spell feat.
This does not increase the MP cost or the level of the spell.
Wand Mastery (Su): Whenever the red mage uses a wand, he calculates the DC for any spell it contains
using his Charisma modifier, instead of the minimum modifier needed to cast a spell of that level.
Wand Wielder (Su): The red mage can activate a wand or staff in place of casting a spell when using
spell combat.
Quick Cast (Ex): Beginning at 4th level, a red mage can cast one spell each day as a swift action, so long as the
casting time of the spell is 1 standard action or less. He can use this ability twice per day at 8th level, three
times per day at 12th level, and four times per day at 16th level.
Convert (Ex): Beginning of 5th level, a red mage can convert hit points into MP as a swift action. For every 5
hit points converted, the red mage receives 1 MP. The red mage cannot convert below 1 hit point and can only
convert MP equal to his red mage level. He can use this ability twice per day at 9th level, three times per day at
13th level, and four times per day at 17th level.
Improved Spell Combat (Ex): At 8th level, the red mage’s ability to cast spells and make melee attacks
improves. When using the spell combat ability, the red mage receives a +2 circumstance bonus on concentration
checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
Clear Mind (Ex): At 10th level, a red mage can regain his MP quicker. The red mage must be relaxed and must
be free from overt distractions, such as combat raging nearby or other loud noises. The red mage regains MP
equaling to his Charisma modifier per hour.
Quick Learner (Moderate): At 10th and 14th level, the red mage may add one of the following abilities to his
list of class features.
Advanced Learning (Ex): The red mage can add a new spell from the black or white mage spell list to
his list with a level of his highest known spell level or lower. He may select this special ability multiple
times, each time he adds a different spell to his spells known.
Bonus Metamagic Feat: The red mage gains a bonus metamagic feat he meets the prerequisites for.
Improved Weapon Bond (Ex): The red mage selects a weapon for which he has the Weapon Bond
ability. He is treated as having the Weapon Specialization feat for that weapon, even if he does not meet
the prerequisites. The red mage can only take this ability once.
Fighter Training (Ex): Starting at 11th level, a red mage counts half his total red mage level as his fighter level
for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
Jack-of-All-Trades (Ex): Also at 11th level, the red mage can use any skill, even if the skill normally requires
him to be trained. At 15th level, the red mage considers all skills to be class skills. At 19th level, the red mage
can take 10 on any skill check, even if it is not normally allowed.
Greater Spell Combat (Ex): At 14th level, the red mage gains the ability to seamlessly cast spells and make
melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the
amount of the attack penalty taken.
Doublecast (Su): At 15th level, a red mage can cast two spells using one standard action. Both of the spells
must have the same casting time. The red mage can make any decisions concerning the spells independently of
each other. Any target affected by both of the spells takes a –4 penalty on saves made against each spell. A red
mage receives a +4 bonus on caster level checks made to overcome spell resistance with these two spells. The
red mage may use this ability once per day at 15th level and one additional time per day at 20th level.
Counterstrike (Ex): At 16th level, whenever an enemy within reach of the red mage successfully casts a spell
defensively, that enemy provokes an attack of opportunity from the red mage after the spell is complete. This
attack of opportunity cannot disrupt the spell.
1 MP Spell (Su): At 18th level, three times per day, as a free action, a red mage can reduce the cost of his next
spell to 1 MP. The use of this ability cannot be used with metamagic feats.
Quick Learner (Major): At 19th level, the red mage may add one of the following abilities to his list of class
features:
Advanced Learning (Ex): The red mage can add a new spell from the black or white mage spell list to
his list with a level of his highest known spell level or lower. He may select this special ability multiple
times, each time he adds a different spell to his spells known.
Greater Weapon Bond (Ex): The red mage selects a weapon for which he has the Improved Weapon
Bond ability. He is treated as having the Greater Weapon Focus feat for that weapon, even if he does not
meet the prerequisites.
Innate Spell (Su): A red mage with this ability selects one 1st level red mage spell that he knows. He
may now cast that spell as a spell-like ability at will.
Red Wizard (Su): At 20th level, the red mage becomes a master of spells and combat. Whenever he uses his
spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the
red mage uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either
increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to
overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target
during his turn.