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Red Mage

Author: inwowgold Source: http://www.inwowgold.com

   In the game, someone want to do something just like heal and help others whether by magical or non magical means and become great warriors, forging their names in battle and increasing their martial prowess. Others wish to become better magicians, learning new spells or having better control over powers they already have and become more skillful, learning new skills and becoming better at the skills they already have. Let's take Red Mage as example, which they are Jacks of all trades but masters of none.
   Not only are red Mages proficient with all simple weapons, plus 3 light martial weapons, 2 one-handed martial weapons, 1 two-handed or ranged martial weapon but they are also proficient with light armor and shields except tower. The red Mage can cast spells while wearing light armor without failure. However, they still incur the arcane spell chance failure while wearing medium and heavy armor or using a shield, like all arcane spellcasters. A multiclass red Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.
   The spell chosen must be a wizard spell of the school of Evocation or Illusion, or a cleric spell of the school of Conjuration or Necromancy. The spell must not be any higher than that of her highest known spell. A red mage must have a number of ranks in Knowledge or Knowledge equal to 2 x the level of the spell learnt in order to gain this special ability. For example, in order for a red Mage to learn a 5th level cleric spell, she must have 10 ranks in Knowledge. You may select this special ability multiple times, each time you add a different spell to your spells known.
   With Arcane Resilience ability, a red Mage can add her Intelligence modifier as a bonus on saving throws against spells like effects. You must have a Intelligence score of 13 or higher plus a will saving throw of +4 in order to get this special ability. This special ability does not stack with the Hexblade's Arcane Resistance or the Paladin's Divine Grace.
You can use a standard action to cast any touch spell that you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the melee attack deals damage normally; then the spell's effect is resolved. You must have a base attack bonus of +3 or higher in order to have this special ability.
A red mage with this Innate Spell ability can select 1 spell that she knows. Now she may cast that spell as a spell like ability equal to twice per day + Her Intelligence mod. The spell must not exceed her highest spell level. If the spell chosen has an XP component, or a material or focus component worth more than 10 GP the red Mage must still provide the component. You may select this ability multiple times which you choose another spell you know each time. A red Mage must have a Charisma score of 14 or higher in order to get this special ability.
With this special Quick Cast ability, a red Mage may cast 1 spell each day as a swift action, so long as the spell has a casting time of one standard action or less. You must have an arcane spellcaster level of 3 or higher in order to gain this special ability.
Upon gaining Mastery ability, the red Mage selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so.

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