Ma Ge

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

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.

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.

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.

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.

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.

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.

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.