Path Mage Profession in Alcirya | World Anvil

Path Mage

The Path Mage is a character who uses the abilities as a martial artist to perform the art of magic. These characters spend their early years studying their chosen martial art, whereas after learning their art they can cast while performing their moves.

 

Wizard Spell List

 
Weapons
They are also limited in their weapon selection (this limitation is during their tenure in both classes - they may never become proficient with more than 3 weapons from the mage group and/or “martial arts style” (consult with DM) weapons.​

A Path Mage chooses one weapon and practices with it extensively, to the exclusion of most other weapons. At 3rd level (mage) the Path Mage must use his required non-weapon proficiency, “path weapon crafting,” to craft their own personal weapon of choice (depending on martial art restrictions, this is called his “Crux”, though many Path Mages name their weapon). If the mage crafts spell components into their Crux, the mage will be able to cast spells of that type through the Crux. Any one Crux can only channel the power of 1d4+1 spells.

A Path Mage does will not use any ranged weapon for it is considered “dishonorable.” They also suffer a -1 penalty to any other weapon they use that is not their Crux. ​

 
Armor
​These characters rely heavily on their martial arts and magic so they are prohibited from using any armor other than capes or robes (even if the martial art says otherwise.)

​Their Armor Class is equal to their level divided by 2, plus 1. All fractions are rounded down. Thus a 6th level Path Mage gains a +4 to their AC (6th level/2 = 3 + 1 = +4 AC). This does not apply to rear or missile attacks for it is nearly impossible to defend against those while casting. A Path Mage has practiced their spell casting with combat but suffer a +2 speed factor to their spells due to the time it takes to defend attacks.

 
Followers & Strongholds
None
 
Features
These hardened mages start off as 1st level martial artists of their chosen art. Sometime before 5th level, the Path Mage chooses to stop progression as a martial artist and study the arcane arts (as per dual class rules with some exceptions – see below). However, the practice of their art is not abandoned entirely. In fact, the Path Mage now proceeds with their martial arts study as per the “kit” rules – no other kit is allowed or required with this sub-class (martial arts or mage).​

Path Mages have been taught to grasp the flow of magic while performing their Martial arts. For this they can cast while in combat and incur no attacks of opportunity. A casting Path Mage has no other attacks during the round in which they cast. ​

A Path Mage seeks the knowledge/power of a specific school; this is why they must be a specialist mage. ​

Path Mages are power hungry, they do not care for treasure, just power; they never keep more treasure than they can carry. ​

​Path Mages can only continue to better themselves by learning from a master or teacher of their particular Martial Art; this is required because the student does not know/have the knowledge to better their moves. This can only be taught, so the Path Mage must donate at least 50% of their acquired treasure to their masters or to their school of Martial Arts.​

Path Mages, evil or good, are very honorable, they respect their masters and other Path Mage masters, even ones they plan to over throw. Even overthrowing is considered an honorable act being that the master is not worthy enough to be the master. All Path Mages must adhere to the code of their Martial Art.

Path Mages follow the single class fighter xp chart until they become a mage. At that point they follow the mage xp table.

Modified Dual Class Rules: No attribute requirements for switching classes. ​

These “path” cannot be abandoned for another class/kit. If attempted, the character becomes a single class fighter at level 1. ​

Characters retain their saving throws, hit points/hit dice, THAC0, and other values until their new class (mage) meets or exceeds the previous allotment or level. ( i.e. The mage’s THAC0 would not improve until his new THAC0 meets or supersedes his fighter THAC0. It so happens that a Path Mage is required to have his/her martial art as a kit (which allows for a fighter THAC0) and may match their previous THAC0 relatively quickly. ) As another example, the mage would roll hit points as a side roll for each level they gain, recording nothing as part of their hit points. Once their side rolled amount meets or exceeds their current hit points, they may start adding hit points to their total from then on (the side rolled amounts are discarded). ​

 
Wizard XP Levels
Stats Table
LevelMage/SpecialistHD (d4)
101
22,5002
35,0003
410,0004
520,0005
640,0006
760,0007
890,0008
9135,0009
10250,00010
11375,00010+1
12750,00010+2
131,125,00010+3
141,500,00010+4
151,875,00010+5
162,250,00010+6
172,625,00010+7
183,000,00010+8
193,375,00010+9
203,750,00010+10
Footnote Info
 
Mage Spell Progression
Stats Table
Level123456789
11--------
22--------
321-------
432-------
5421------
6422------
74321-----
84332-----
943321----
1044322----
1144433----
12444441---
13555442---
145554421--
155555521--
1655555321-
1755555332-
18555553321
19555553331
20555554332
Footnote Info
 
Proficiency Slots
Stats Table
GroupWP InitialWP #LevelsPenaltyNWP InitialNWP #Levels
Warrior43-233
Martial Artist33-233
Wizard16-543
Priest24-343
Rogue24-334
Psion25-433
Footnote Info
Initial Funds
d4+1x10
 
Hit Die Type
d4
 
Ability Requirements
Constitution 14, Dexterity 15, Intelligence 15 ; Prime Req. None
 
Races Allowed
​Path Mages can only be of the Human race, no half breeds, or other races are allowed. ​
 
Alignment Restrictions
None

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