Pretty minor changes here.
Changelog:
- made damage and resistance abilities scale with character level in order to infuriate Kaelik make it more multiclass friendly
- Renamed Shocking Grasp to Shocking Touch to prevent confusion with core spell of same name.
- Corrected Wall of Air ability name to Wind Wall
- changed some other names for in-joke theme reasons
- added obscuring mist at will at 2nd level.
- Moved greater whirlwind to 19th so there are actually a couple levels where a green mage might use the basic one.
- added other 16th-20th level abilities
- lowered levels on animate air upgrades and added elemental monolith to the list
- Added default spell-level equivalency text to Air Magic, so we know what get's though Spell Immunity and Globe of Invulnerability
The (revised) Green Mage
original by Frank Trollman
"Got a bag on my head and the wind at my back."
Green Mages use the power of Wind. Many people think this element is "weak" or "childish" compared to the more visible powers of Fire and Ice. But Wind users suggest that all magic is equally powerful, but that since theirs is the only one you can't see coming, that perhaps you should fear it most of all.
Playing a Green Mage: The Green Mage is a user of magic, and that magic is based on Charisma. But they are also a heavy user of ranged attacks, and those manipulations are Dexterity based. Green Mages have a strong tendency to use staves.
Starting Age: As Sorcerer
Starting Equipment: 5d4x10gp
Alignment: Green Mages favor secrecy and conniving. But since the game rants extensively on how conniving can be Lawful or Chaotic, so can they.
Hit Die: d8
Base Attack Bonus: Medium (as Rogue)
Good Saving Throws: Reflex and Will
Skill Points: 4+Int
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Hide, Jump, Knowledge (Any), Heal, Listen, Move Silently, Search, Sense Motive, Sleight of Hand, Spot, Survival, Use Magic Device.
Level: Abilities:
1:Wind Blast, Don't Need a Weatherman, Message, Ghost Sound, Air Magic
2: Gust of Wind, Shocking Touch, Autumn Mists
3: Wind Wall, Whispering Winds
4: Not Easy Being Green, Clairaudience
5: Air Walk
6: Thunder Clap, Sound of Silence
7: Scary Noises, Pin Drops
8: Slow, Secrets on the Wind
9: Chain Lightning, Wind Tunnel
10: Gaseous Form, Sending
11: Speed of the Wind, Weather Control
12: Animate Air, Windwalk
13: Control Winds
14: Breath of Life, Calming Voice
15: Storm of Vengeance, Whirlwind
16: Airhead, Winds of Change
17: Planar Winds
18: A Mighty Wind, The Sky's the Limit
19: Greater Whirlwind
20: The Answer
Class Features
Weapon and Armor Proficiency: Green Mages are proficient with Simple Weapons. A Green Mage's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. A Green Mage may add the masterwork or enhancement bonus (if any) of any staff they are wielding to any attack or damage rolls they make with their Supernatural and Spell Like abilities.
Wind Blast (Sp): A Green Mage can throw blasts of wind as an attack action. A Wind Blast travels out to short range, and inflicts 1d4 of Sonic damage per character level. A Wind Blast strikes its target with a ranged touch attack.
Don't Need a Weatherman (Ex): A Green Mage has resistance to Sonic and Electricity equal to her character level. In addition, she treats wind as being one step less intense.
Message (Sp): A Green Mage can cast message at will.
Ghost Sound (Sp): A Green Mage can use ghost sound at will.
Air Magic (Ex): A Green Mage is considered to have all spells with the [Air] or [Electricity] key word on her spell list for purposes of crap like activating magic items and qualifying for Prestige Classes. A Green Mage's caster level is always equal to her character level. And the Save DC of any of her class abilities is always 10 + ½ Character Level + Charisma Modifier. Spell-Like Abilities granted by the Green Mage class are the equivalent level of the spell they duplicate, or if they do not duplicate a specific spell, they are the equivalent of a spell equal to half the class level at which they are gained.
Gust of Wind (Sp): A 2nd level Green Mage can cast gust of wind as a standard action, at will.
Shocking Touch (Su): A 2nd level Green Mage can shock people with a touch. As a melee attack action, the Green Mage can make a touch attack that inflicts 1d6 of Electricity damage per character level. The Green Mage can use her Dexterity modifier instead of her Strength modifier on her attack roll. A Shocking Touch attack can be made with a staff.
Autumn Mists:A 2nd level Green Mage may use obscuring mist at will
Wind Wall (Sp): A 3rd level Green Mage can create a wind wall at will, as a standard action. The Green Mage can only have 1 such wall in existence at a time for every three whole character levels she has. If she creates a new wall while she is already at her maximum, one wall of her choice dissipates. The Save DC of any of her effects is DC 10 + ½ Level + Charisma Modifier.
Whispering Winds (Sp): A 3rd level Green Mage can use whispering wind at will.
Not Easy Being Green (Ex): At 4th level a Green Mage may personally ignore Wind Effects. Also her Sonic Resistance improves to twice her character level.
Clairaudience (Sp): At 4th level, a Green Mage can hear things at great distances. She can use clairvoyance/clairaudience at will as a free action, but only the audio version.
Air Walk (Su): From 5th level on, a Green Mage constantly benefits from air walk.
Thunder Clap (Sp): At 6th level, a Green Mage can create a tremendous clap of thunder that damages and deafens. The Thunder Clap can be created within Medium range. It is a 20 foot radius burst, and it inflicts 1d8 + 1d8/2 character levels in Sonic Damage (Fortitude save partial for half damage). Those creatures that fail their save are knocked prone and deafened for 1 round/level. At 11th level, the Wind Mage may make her Thunder Clap larger, doing an extra d8 of damage and having a radius of 30 feet.
Sound of Silence (Sp): A 6th level Green Mage can create a zone of silence, as per silence. The Green Mage can only have one such zone active for every three full character levels she has attained, and if she creates a new one when she already has her maximum she chooses one to be dispelled.
Scary Noises (Sp): A 7th level Green Mage can use fear as a spell-like ability. Once she has used it, she may not use it again for 10 rounds. Scary Noises is a [Sonic] ability.
Pin Drop (Ex): A 7th level Green Mage gains a bonus to her Listen checks equal to her ranks in Listen.
Slow (Sp): A Green Mage of 8th level can cast slow as a Swift Action at will.
Secrets on the Wind (Sp): An 8th level Green Mage can scry at will with a minute's concentration. Unlike a normal scrying, the Green Mage cannot see through to the target, but instead can hear from that area as if sh was there herself. There is no literal sensor in this case, the scrying is entirely passive.
Chain Lightning (Sp): A 9th level Green Mage can use chain lightning as a standard action, at will.
Wind Tunnel (Sp): At 9th level, a Green Mage may invoke wind tunnel (Spell Compendium) once per day as a Swift Action.
Chained to the Sky (Sp): A 10th level Green Mage can use gaseous form at will. Gaseous Form used by a Green Mage is permanent until dismissed, and Green Mages often use it to bottle captured enemies.
Sending (Sp): A 10th level Green Mage can use sending at will simply by speaking into the wind.
Speed of the Wind (Sp): An 11th level Green Mage can use haste as a Swift Action once per hour.
Weather Control (Sp): An 11th level Green Mage can control weather each day.
Animate Air (Sp): At 12th level, a Green Mage can animate the very air. By spending a Standard Action, she essentially creates a Huge Air Elemental that follows her orders. She can only have one at a time, and if she creates a new one, the old one dissipates. She can only create one an hour in any case. At 14th level, her Elemental can be made as a Greater Elemental instead. At 16th level, it can be an Elder Elemental. Finally, at 20th level it can be an Elemental Monolith (see Complete Arcane)
Wind Walk (Sp): A 12th level Green Mage can invoke or terminate wind walk at will as a Swift Action.
Control Winds (Sp): A 13th level Green Mage can control winds once per hour.
Breath of Life (Sp): A 14th level Green Mage can raise dead a number of times per day equal to her Charisma modifier.
Calming Voice (Sp): Once per hour, a 14th level Green Mage can cast charm monster.
Storm of Vengeance (Sp): Once per hour, a 15th level Green Mage can invoke a Storm of Vengeance.
Whirlwind (Sp): A 15th level Green Mage can use whirlwind at will.
Airhead (Sp): At 16th level, a Green Mage may use feeblemind at will.
Winds of Change: At 16th level a Green Mage may cause any of her abilities which normally deal Acid, Cold, Electric, Fire or Sonic or damage to deal any other of those energy types instead. Thus she may use her wind blast to deal acid damage chain lightning to deal fire damage and so on and so forth. This applies to all abilties, whether gained from class, race, item or other source.
Planar Winds (Sp): At 17th level, a green mage may planeshift to the Elemental Plane of Air or from the Elemental Plane of Air to the Prime as a move action
A Mighty Wind (Sp): A 18th level green mage may conjure a wind so forceful that it blows foes into other kingdoms. As a standard action she may target any foe within long range; that foe then makes a fortitude save modified by its size modifier (DC 10+ 1/2 level + Cha) if the target fails this save it is stunned for one round and wafted aloft to be deposited 1d6 miles/ level away in a random direction.
The Sky's The Limit (Sp): At 18th level, a green mage may use wish once per day. (As a spell-like ability this does not have an XP component)
Greater Whirlwind (Sp): A 19th level Green Mage can use greater whirlwind (Spell Compendium) at will.
The Answer: At 20th level, The Green Mage finds it and win(d)s D&D.