House Rules: Classes - Mahōkage

Long ago, an alliance between a clan of forest kitsune and a clan of mountain tengu was forged to survive the terror of a destructive dragon. Through sharing their secret techniques, this alliance created a new warrior that used magic to strike from the shadows.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Spells per Day
Level BAB Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Cantrips, finesse training, poison use, sneak attack +1d6 1
2nd +1 +0 +3 +3 Ki pool, ninja trick 2
3rd +2 +1 +3 +3 No trace +1, spell combat 3
4th +3 +1 +3 +3 Debilitating ninja trick, uncanny dodge 3 1
5th +3 +1 +4 +4 Sneak attack +2d6 4 2
6th +4 +2 +5 +5 Light steps, ninja trick, no trace +2 4 3
7th +5 +2 +5 +5 Improved spell combat 4 3 1
8th +6/+6 +2 +6 +6 Improved uncanny dodge, ninja trick 4 4 2
9th +6/+6 +3 +6 +6 No trace +3, sneak attack +3d6 5 4 3
10th +7/+7 +3 +7 +7 Master tricks, ninja trick 5 4 3 1
11th +8/+8 +3 +7 +7 Finesse training 5 4 4 2
12th +9/+9 +4 +8 +8 Ninja trick, no trace +4 5 5 4 3
13th +9/+9 +4 +8 +8 Greater spell combat, sneak attack +4d6 5 5 4 3 1
14th +10/+10 +4 +9 +9 Ninja trick 5 5 4 4 2
15th +11/+11/+11 +5 +9 +9 No trace +5 5 5 5 4 3
16th +12/+12/+12 +5 +10 +10 Ninja trick 5 5 5 4 3 1
17th +12/+12/+12 +5 +10 +10 Sneak attack +5d6 5 5 5 4 4 2
18th +13/+13/+13 +6 +11 +11 Ninja trick, no trace +6 5 5 5 5 4 3
19th +14/+14/+14 +6 +11 +11 Finesse training 5 5 5 5 5 4
20th +15/+15/+15 +6 +12 +12 Hidden master, ninja trick 5 5 5 5 5 5

The mahōkage's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

Weapon and Armor Proficiency

Mahōkage are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

Spells

A mahōkage casts arcane spells drawn primarily from the mahōkage spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a mahōkage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mahōkage's spell is 10 + the spell level + the mahōkage's Charisma modifier.

Like other spellcasters, a mahōkage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Mahōkage. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A mahōkage's selection of spells is extremely limited. A mahōkage begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new mahōkage level, she gains one or more new spells, as indicated on Table: Mahōkage Spells Known. In addition, she receives bonus spells known if she has a high Charisma score. These new spells can be common spells chosen from the mahōkage spell list, or they can be unusual spells that the mahōkage has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered mahōkage level after that (6th, 8th, and so on), a mahōkage can choose to learn a new spell in place of one she already knows. In effect, the mahōkage loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A mahōkage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a mahōkage need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Table: Mahōkage Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Cantrips (Sp)

Mahōkages learn a number of cantrips, or 0-level spells, as noted on Table: Mahōkage Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Finesse Training (Ex)

At 1st level, a mahōkage can select any one type of weapon Finesse quality (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The mahōkage can select a second weapon at 11th level, and a third at 19th level.

Poison Use

At 1st level, a mahōkage is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack

If a mahōkage 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 mahōkage’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every four mahōkage levels thereafter. Bonus damage from sneak attacks is precision damage. Should the mahōkage score a critical hit with a sneak attack, this precision damage is maximized but not multiplied. Ranged attacks count as sneak attacks as long as the target .

With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a mahōkage 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, even with the usual –4 penalty.

The mahōkage must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A mahōkage cannot sneak attack while striking a creature that has concealment.

Ki Pool (Su)

At 2nd level, a mahōkage gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the mahōkage’s ki pool is equal to her mahōkage level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a mahōkage can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. The mahōkage can also apply a metamagic feat that they know when casting a spell without increasing its level by spending a number of ki points equal to the feat's level increase. Finally, a mahōkage can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A mahōkage can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the mahōkage possesses levels in another class that grants points to a ki pool, mahōkage levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The mahōkage can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

A mahōkage can expend one of her daily spells (except for 0-level spells) to gain a number of ki points equal to that spell's level. She can also cast a spell that she knows by spending a number of ki points equal to that spell's level (0-level spells cost 1 ki point).

Ninja Tricks

As a mahōkage continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a mahōkage gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a mahōkage cannot select an individual ninja trick more than once.

Tricks marked with an asterisk (*) add effects to a mahōkage’s sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.

No Trace (Ex)

At 3rd level, a mahōkage learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a mahōkage using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Spell Combat (Ex)

At 3rd level, a mahōkage learns to cast spells and wield her 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 mahōkage must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, she can make all of his attacks with her melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If she casts this spell defensively, she can decide to take an additional penalty on her attack rolls, up to her Charisma bonus, and add the same amount as a circumstance bonus on her concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A mahōkage can choose to cast the spell first or make the weapon attacks first, but if she has more than one attack, she cannot cast the spell between weapon attacks.

Uncanny Dodge (Ex)

Starting at 4th level, a mahōkage can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A mahōkage with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a mahōkage already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Light Steps (Ex)

At 6th level, a mahōkage learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the mahōkage ignores any mechanical traps that use a location-based trigger.

Improved Spell Combat (Ex)

At 8th level, the mahōkage’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the mahōkage receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Improved Uncanny Dodge (Ex)

At 7th level, a mahōkage can no longer be flanked. This defense denies another mahōkage (or rogue) the ability to sneak attack the mahōkage by flanking her, unless the attacker has at least four more mahōkage (or rogue) levels than the target does.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum mahōkage (or rogue) level required to flank the character.

Master Tricks

At 10th level, and every two levels thereafter, a mahōkage can select one of the following master tricks in place of a ninja trick.

Greater Spell Combat (Ex)

At 13th level, the mahōkage gains the ability to seamlessly cast spells and make melee attacks. Whenever she uses the spell combat ability, her concentration check bonus equals double the amount of the attack penalty taken.

Chakra Master

At 20th level, a mahōkage learns precise chakra control, allowing a greater control of her ki. She halves the cost of ki points to cast spells and to apply a metamagic feat (to minimal cost of 1 ki point). She can also also increase a spell's caster level by spending one ki point per level (up to a maximum equal to her Charisma bonus).

Mahōkage Spell List


0-Level
bleed
daze
detect magic
detect poison
dancing lights
flare
ghost sound
light
mage hand
mending
open/close
prestidigitation
read magic
resistance
sift
spark
stabilize
touch of fatigue
unwitting ally

1st-Level
alarm
invisibility alarm

2nd-Level

3rd-Level

4th-Level

5th-Level

6th-Level

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