Dice Mage (3.5e Class)

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Dice Mage

This class is literally just a sorcerer with one added ability.

Making a Dice Mage

A Dice Mage is essentially a glass canon. He can deal high amounts of damage but cannot take any due to low hit die and no proficiency with armor. He works well with any other class that can tank damage.

Abilities: Charisma determines how powerful a spell a Dice Mage can cast, how many spells he can cast per day, and how hard those spells are to resist. Like a wizard, a Dice Mage benefits from high Dexterity and Constitution scores.

Races: Humans and Half-elves are best suited to be a Dice Mage but any race can have the ability to become one.

Alignment: Any non-lawful.

Starting Gold: As Sorcerer

Starting Age: Simple

Table: The Dice Mage

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2 53
2nd+1+0+0+3 Bonus Dice(1 die) 64
3rd+1+1+1+3 65
4th+2+1+1+4 Bonus Dice(2 dice) 663
5th+2+1+1+4 Maximized Dice(1/day) 664
6th+3+2+2+5 Bonus Dice(3 dice) 6653
7th+3+2+2+5 6664
8th+4+2+2+6 Bonus Dice(4 dice), Maximized Dice(2/day) 66653
9th+4+3+3+6 66664
10th+5+3+3+7 Bonus Dice(5 dice), 666653
11th+5+3+3+7 Maximized Dice(3/day) 666664
12th+6/+1+4+4+8 Bonus Dice(6 dice) 6666653
13th+6/+1+4+4+8 6666664
14th+7/+2+4+4+9 Bonus Dice(7 dice), Maximized Dice(4/day) 66666653
15th+7/+2+5+5+9 66666664
16th+8/+3+5+5+10 Bonus Dice(8 dice) 666666653
17th+8/+3+5+5+10 Maximized Dice(5/day) 666666664
18th+9/+4+6+6+11 Bonus Dice(9 dice) 6666666653
19th+9/+4+6+6+11 6666666664
20th+10/+5+6+6+12 Bonus Dice(10 dice), Maximized Dice(6/day) 6666666666

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff(Cha), Concentration(Con), Craft(Int), Knowledge(arcana)(Int), Profession(Wis), Spellcraft(Int

Class Features

All of the following are class features of the dice mage.

Weapon and Armor Proficiency: Weapon and Armor Proficiency: Dice Mages are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a dice mage’s gestures, which can cause his spells with somatic components to fail.

Bonus Dice: At 2nd level and every 2 levels thereafter, the dice mage gains an extra die to roll whenever they roll for a spell. the bonus dice may be used for damage, healing, or any other thing he would need to roll dice for, not including the roll required to see if the spell hits.

The dice mage may use any amount of his bonus dice up to the maximum for his level. You must choose how many dice to roll before you roll them. The dice you roll must be of the same type of dice that the spell normally uses and if the spell hits multiple times(where you would normally roll more than once), you roll that number of bonus dice for each hit. For example, a 5th level dice mage casting magic missile would be able to cast 3 missiles and add 2d4 to each missile.

Maximized Dice: At 5th level the dice mage gets the ability to use the most amount of dice available. When you use this ability, you gather all of the spell's required dice(Just like the bonus dice feature) from every player and roll that for damage, healing, etc. Just like the bonus dice feature, you have to choose to use this ability before rolling and roll multiple times per hit.

Every 3 levels after 5th, the dice mage can use this ability another time per day.

Spells: A dice mage casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a dice mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dice mage’s spell is 10 + the spell level + the dice mages’s Charisma modifier - 1/2(rounded down) the number of bonus damage dice the dice mage is using.

Like other spellcasters, a dice mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Dice Mage. In addition, he receives bonus spells per day if he has a high Charisma score.

A dice mage’s selection of spells is extremely limited. A dice mage begins play knowing four 0-level spells and a 1st-level spell of your choice. At each new dice mage level, he gains one or more new spells, as indicated on Table: Dice Mage Spells Known. (Unlike spells per day, the number of spells a dice mage knows is not affected by his Charisma score; the numbers on Table: Dice Mage Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered dice mage level after that (6th, 8th, and so on), a dice mage can choose to learn a new spell in place of one he already knows. In effect, the dice mage “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, and it must be at least two levels lower than the highest-level dice mage spell the dice mage can cast. A dice mage 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 he gains new spells known for the level.

Unlike a wizard or a cleric, a dice mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Table: Dice Mage Spells Known
LevelSpells Known
01st2nd3rd4th5th6th7th8th9th
1st42
2nd52
3rd531
4th632
5th642
6th7431
7th7532
8th85421
9th85432
10th955321
11th955432
12th9554321
13th9554432
14th95544321
15th95544432
16th955444321
17th955444332
18th9554443321
19th9554443332
20th9554443333

Ex-Dice Mages

A dice mage that changes to any lawful alignment loses their ability and becomes a normal sorcerer.

Epic Dice Mage

Table: The Epic Dice Mage

Hit Die: d4

LevelSpecial
21st
22ndBonus Dice(11 dice)
23rdBonus Feat, Maximized dice(7/day)
24thBonus Dice(12 dice)
25th
26thBonus Feat, Bonus Dice(13 dice), Maximized Dice(8/day)
27th
28thBonus Dice(14 dice)
29thBonus Feat, Maximized Dice(9/day)
30thBonus Dice(15 dice)

2 + Int modifier skill points per level.

Bonus Dice: This feature just continues to scale up every 2 dice mage levels

Maximized Dice: This feature continues to scale every 3 levels

Bonus Feats: The epic dice mage gains a bonus feat (selected from the list of epic dice mage bonus feats) every 3 levels after 20th.

Epic Dice Mage Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity.

Dice Mage Starting Package

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Playing a Dice Mage

Religion: .

Other Classes: .

Combat: .

Advancement: .

Dice Mage in the World

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Dice Mage Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DCResult
5.
10.
15.
20.

Dice Mage in the Game


Adaptation: .

Sample Encounter: .

EL : .



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