Rage Mage

“Pain teaches lessons no scholar can.”

For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. The fires of rage and passion swirl within their hearts. Savages, hired muscle, masters of vicious martial techniques or more vicious fire magic, they are not soldiers or mages—they are the battle possessed, creatures of slaughter and spirits of war and destruction. Known as rage mages, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death.

Rage mages test themselves with flame and use its destructive powers against their enemies. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within rage mages storms the primal fire of battle, and woe to those who face their rage and their flame.

Role

Rage mages excel in combat, utilizing incredible martial prowess and powerful fire magic to take on the greatest of enemies. With rage granting them strength beyond that of most other warriors and fire magic granting them great destructive power, rage mages charge furiously into battle and ruin all who would stand in their way.

Alignment

Rage mages may not be lawful and many veer towards the chaos innate in fire magic.

Abilities

Strength is important for rage mage because of its role in combat, and several rage mage class skills are based on Strength. Charisma determines how powerful a spell a rage mage can cast, how many spells he can cast per day, and how hard those spells are to resist (see Spells, below). A high Constitution score lets a rage mage rage longer (and live longer, because it gives him more hit points).

Table: Rage Mage
Level BAB Fort Ref Will Special Spells per Day
1st +1 +2 +0 +0 Inner Flame, Spell Rage, Fire Pool, cantrips 3/1
2nd +2 +3 +0 +0 Bladecast, Fast Movement 4/2
3rd +3 +3 +1 +1 Raging Power 4/3
4th +4 +4 +1 +1 Spellstrike 4/3/1
5th +5 +4 +1 +1 Fire Supremacy, Bonus Feat 4/4/2
6th +6 +5 +2 +2 Elemental Rage, Raging Power 5/4/3
7th +7 +5 +2 +2 Spellstrike, Medium Armor 5/4/3/1
8th +8 +6 +2 +2 Fighter Training 5/4/4/2
9th +9 +6 +3 +3 Spellstrike, Raging Power, Bonus Feat 5/5/4/3
10th +10 +7 +3 +3 Fire Supremacy 5/5/4/3/1
11th +11 +7 +3 +3 Greater Spell Rage 5/5/4/4/2
12th +12 +8 +4 +4 Elemental Rage, Raging Power 5/5/5/4/3
13th +13 +8 +4 +4 Inner Flame, Bonus Feat 5/5/5/4/3/1
14th +14 +9 +4 +4 Spellstrike 5/5/5/4/4/2
15th +15 +9 +5 +5 Raging Power 5/5/5/5/4/3
16th +16 +10 +5 +5 - 5/5/5/5/4/3/1
17th +17 +10 +5 +5 Tireless Rage, Bonus Feat 5/5/5/5/4/4/2
18th +18 +11 +6 +6 Elemental Rage, Raging Power 5/5/5/5/5/4/3
19th +19 +11 +6 +6 Inner Flame 5/5/5/5/5/5/4
20th +20 +12 +6 +6 Mighty Spell Rage, Fire Supremacy 5/5/5/5/5/5/5

Hit Die: d12

Class Skills: The rage mage’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.

All of the following are Class Features of the rage mage class.

Weapon and Armor Proficiency: A rage mage is proficient with all simple and martial weapons. A rage mage is also proficient with light armor. He can cast rage mage spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a rage mage wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass rage mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A rage mage casts arcane spells drawn from the rage mage spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a rage mage must have a Charisma score equal to at least 10+the spell level. The Difficulty Class for a saving throw against a rage mage’s spell is 10+the spell level+the rage mage’s Charisma modifier.

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

A rage mage’s selection of spells is extremely limited. A rage mage begins play knowing four 0-level spells and two 1st-level spells of his choice. At each new rage mage level, he gains one or more new spells, as indicated on Table: Summoner Spells Known. These new spells can be common spells chosen from the rage mage list (see below), or they can be unusual spells that the rage mage has gained some understanding of through study.

Cantrips: Rage mages learn a number of cantrips, or 0-level spells, as noted on Table: Summoner 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.

Inner Flame: A rage mage is innately connected to elemental fire. Whenever a rage mage casts a spell from the rage mage spell list that deals energy damage, it automatically changes type to deal fire damage and the spell’s type is changed to fire.

At 13th level this connection super-heats the rage mage’s flames and all fire spells and supernatural abilities the rage mage uses ignore 50% of a target’s resistance to fire and deal 25% damage to a target immune to fire and are 25% more effective against an enemy vulnerable to fire (increasing base damage taken to 175%).

At 19th level a rage mage’s flames become intensely hot and all fire spells and supernatural abilities the rage mage uses ignore all of a target’s resistance to fire and deal 50% damage to a target immune to fire and are 50% more effective against an enemy vulnerable to fire (increasing base damage taken to 200%).

Spell Rage (Ex): A rage mage can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st level, a rage mage can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can spell rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from spell rage and spells like bear’s endurance, do not increase the total number of rounds that a rage mage can rage per day. A rage mage can enter rage as a free action. The total number of rounds of rage mage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in a spell rage, a rage mage gains a +2 morale bonus to his Strength and Constitution, as well as a +1 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the rage mage 1 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a rage mage cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride). While in a spell rage, a rage mage may cast spells from the rage mage spell list with a casting time of no more than 1 full round.

A rage mage can end his rage as a free action and is fatigued after a spell rage for a number of rounds equal to 2 times the number of rounds spent in the spell rage. A rage mage cannot enter a new spell rage while fatigued or exhausted but can otherwise enter a spell rage multiple times during a single encounter or combat. If a rage mage falls unconscious, his rage immediately ends, placing him in peril of death.

Fire Pool (Su): At 1st level, the rage mage gains a reservoir of mystical fire energy that he can draw upon to fuel his powers and enhance his weapon. This fire pool has a number of points equal to 1/2 his rage mage level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the rage mage rests for 8 hours.

At 1st level, a rage mage can expend 1 point from his fire pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th 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 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, keen, or speed.

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 fire pool point is spent and cannot be changed until the next time the rage mage uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the rage mage.

Bladecast (Ex): At 2nd level, a rage mage can cast spells with somatic and material components even when holding a weapon or weapons in both hands. If the rage mage holds anything other than a weapon, he must have at least one hand free to cast a spell with somatic or material components. Casting a spell in this way still provokes attacks of opportunity normally.

Fast Movement (Ex): A rage mage’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the rage mage’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the rage mage’s land speed.

Raging Power: As he gains levels, a rage mage learns to bend his fiery power to his specific way of blending martial prowess and magical skill. Starting at 3rd level, a rage mage gains one raging power. He gains an additional raging power for every three levels of rage mage attained after 3rd level. Unless specifically noted in a raging power’s description, a rage mage cannot select a particular raging power more than once and a raging power may only be used in a spell rage. Raging powers that affect spells can only be used to modify spells from the rage mage spell list unless otherwise noted.

Blistering Magic (Su): The rage mage can cast three spells per day as if they were modified by the Blistering Spell feat. This does not increase the casting time or the level of the spell. A rage mage need not be in a spell rage to use this power.

Critical Strike (Su): Whenever the rage mage scores a critical hit with a melee weapon, he may cast a spell with a range of touch as a swift action, then make a touch attack with that spell against the target of the critical hit as a free action. The rage mage can use this ability once per day. The rage mage must be at least 12th level before selecting this power.

Empowered Magic (Su): The rage mage can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell. The rage mage must be at least 6th level before selecting this power.

Fiery Magic (Su): The rage mage can cast three spells per day as if they were modified by the Fiery Spell feat. This does not increase the casting time or the level of the spell. A rage mage need not be in a spell rage to use this power.

Hasted Assault (Su): The rage mage can expend 1 point from his fire pool as a swift action to move more quickly. This functions as haste, but only targets the rage mage and lasts for a number of rounds equal to the rage mage’s Charisma bonus. The rage mage must be at least 6th level before selecting this power.

Maximized Magic (Su): The rage mage can cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the casting time or the level of the spell. The rage mage must be at least 12th level before selecting this power.

Fire Strike (Su): The rage mage can expend 1 point from his fire pool as a standard action to charge his free hand with 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 fire damage. He can use this ability with the spellstrike class feature. 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. A rage mage need not be in a spell rage to use this power

Quickened Magic (Su): The rage mage can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the level of the spell. The rage mage must be at least 15th level before selecting this power.

Spellstrike (Su): At 4tb level, whenever a rage mage can use a standard action to cast any spell with a range of “touch” or “personal” from the rage mage spell list on himself or any opponent he struck with a melee attack. Casting a spell in this manner does not provoke an attack of opportunity. The spell must have a casting time of 1 standard action or less. A spell cast in this manner 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.

At 9th level, a rage mage may cast any spell with a range of “touch” from the rage mage spell list and deliver it as part of a full attack action. At the end of a full round attack, he may decide to deliver the spell to any one creature he has struck during his round. The spell must have a casting time of 1 standard action or less. A spell cast in this manner 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. Doing so discharges the spell immediately, in the cast of a touch spell that would otherwise last longer than 1 round.

At 14th level, as a full round action a rage mage may cast any spell with a cone or line area from the rage mage spell list. No matter what the original range of the spell, it always originates from the rage mage. Each creature affected by the spell suffers the spells effects in addition to damage as if the rage mage had made a single successful attack roll against the creature. This additional damage is of the same type as the weapon and is subject to DR. If the spell allows a save that reduces the damage the spell would deal, a successful save halves this additional damage. Effects that reduce melee to-hit or AC for gains in damage do not apply to this damage, but weapon effects such as elemental rage or fiery weapon do.

Fire Supremacy (Su): At 5th level, a rage mage gains resistance 10 to fire. In addition, whenever he is within 5 feet of a source of flame at least as large as a campfire or exposed to magical fire that would deal at least 1d6 points of damage, he can draw the fire around him for 1 round as an immediate action. Anyone striking him with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 his rage mage level (minimum 1). Weapons with reach avoid this damage.

At 10th level, this resistance increases to 20. At 10th level, the damage from this ability applies to all strikes with his weapon.

At 20th level, he gains immunity to fire damage.

Bonus Feats: At 5th level, and every 4 levels thereafter, a rage mage gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat or metamagic feats. He must meet the prerequisites for these feats as normal.

Elemental Rage (Su): At 6th level, while spell raging, all of the rage mage’s melee attacks deal an additional 1d6 points of fire damage.

At 12th level, while spell raging, all of the rage mage’s critical hits made with melee weapons deal an additional 1d10 points of fire damage (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 on a critical hit).

At 18th level the additional damage increases to 2d6 and the critical multiplier of the rage mage’s weapon is treated as being 1 higher for determining bonus fire damage on a critical from elemental rage or weapon enchantments such as fiery burst.

Medium Armor: At 7th level, a rage mage gains proficiency with medium armor. A rage mage can cast rage mage spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a rage mage wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Fighter Training: Starting at 8th level, a rage mage counts 1/2 his total rage mage level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, those levels stack.

Greater Spell Rage (Ex): At 11th level, when a rage mage enters a spell rage, the morale bonus to his Strength and Constitution increases to +4 and the morale bonus on his Will saves increases to +2.

Tireless Spell Rage (Ex): Starting at 17th level, a rage mage no longer becomes fatigued at the end of his spell rage.

Mighty Spell Rage (Ex): At 20th level, when a rage mage enters a spell rage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3.

Rage Mage Spell List

Cantrips
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1st-Level
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2nd-Level
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3rd-Level
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4th-Level
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6th-Level
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Rage Mage

Gamers' House Planeswalker Planeswalker