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Talrathian Mage

Talrathian Mages are very adept at hunting and capturing creatures, their abilities allow them to easily locate creatures that manage to escape their initial encounter.

Organization: The Talrathian Enclave is responsible for the training of many of the Talrathian Mages that are encountered and thus most Talrathian Mages belong to the enclave. The Talrathian Enclave is interested in the capture and study of magical beings to further their knowledge of magic.

Alignment: Any non-good

Hit Dice: d6

Requirements

To qualify to become a Talrathian Mage, a character must fulfil all of the following criteria.

Alignment: Any non-good

Feat(s): Merciful Spell, Spell Penetration, Greater Spell Penetration

Skill(s): Knowledge (arcane) 5 ranks, Knowledge (planes) 5 ranks, Spellcraft 5 ranks.

Spellcasting: Ability to cast 3rd level spells. Must know or be-able to cast Detect Magic and Scrying.

Special: Be a member of the Talrathian Enclave, be taught by a current/former memeber, or have access to arcane texts that detail their abilities


Table: Talrathian Mage
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpellcasting
1st+0+0+0+1Penetrating spell +1, disrupt magical essences+1 level of existing spellcasting class
2nd+1+1+1+1Paralysing spell 1/day+1 level of existing spellcasting class
3rd+1+1+1+2Marked prey+1 level of existing spellcasting class
4th+2+1+1+2Penetrating spell +2+1 level of existing spellcasting class
5th+2+2+2+3Paralysing spell 2/day+1 level of existing spellcasting class
6th+3+2+2+3See in darkness+1 level of existing spellcasting class
7th+3+2+2+4Penetrating spell +3+1 level of existing spellcasting class
8th+4+3+3+4Paralysing spell 3/day+1 level of existing spellcasting class
9th+4+3+3+5Detect magical creatures+1 level of existing spellcasting class
10th+5+3+3+5Mental paralyses, penetrating Spell +4+1 level of existing spellcasting class

Class Skills

The Talrathian Mage's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (All) (Int), Perception (Wis), Profession (Int), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis).

Skill Ranks per Level 2 + Int modifier.

Class Features

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

Weapon and Armor Proficiency: Talrathian mages gain no additional weapon or armor proficiencies.

Spellcasting: When a new talrathian mage level is gained, the character gains new spells per day as if they had also gained a level is a spellcasting class they belonged to before adding the prestige class. They do not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if they are a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more then one spellcasting class before becoming a talrathian mage, they must decide to which class they add the new level for purposes of determining spells per day.

Penetrating Spell (Ex): A talrathian mage can more easily bypass the spell resistance of creatures. At 1st level and every 3 levels after—4th, 7th, 10th—they gain a +1 bonus to penetrate spell resistance, this bonus stacks with all other bonuses.

Disrupt Magical Essences (Su): A talrathian mage has learned to alter their spells so that when they strike and damage a target that possesses spells, spell-like abilities, or supernatural abilities, the targets magical essence is disrupted by the hunter mage's own magic and the targets suffers an additional +1 untyped damage per Talrathian Mage class level.

Paralysing Spell (Su): The talrathian mage can lace their spells with energy that paralyses those struck by them. Creature's struck by a talrathian mage's paralysing spell must make a Fortitude save (DC 10 + Talrathian Mage class level + Primary Spellcasting Ability Score modifier) or become paralysed for up to 1 Round/Talrathian Mage class level. Paralysed creature's are allowed a new Fortitude save each round to negate the paralyses.

Marked Prey (Su): Any creature struck by a talrathian mage's spells—assuming that creature survives—is marked by the talrathian mage for 1 hour per talrathian mage class level. A marked creature suffers a -10 penalty to Will saves against scrying attempts by the talrathian mage that marked them during the time it is marked and the talrathian mage can spend a Full Round to sense the general direction and distance of a marked creature.

See In Darkness (Su): A talrathian mage has augmented their vision to be able to see perfectly in any type of darkness—including magical darkness—.

Detect Magical Creatures (Sp): Talrathian mages can detect magical creatures within a 20 ft. radius area around them. The detect magical creatures spell-like ability functions much like the detect magic spell except that it detects creatures that possess spells, spell-like abilities, or supernatural abilities. This ability is usable at-will and lasts for 1 round per talrathian mage class level, activating this ability is 1 Standard Action

Creatures that possess a caster level of 5th or less for their abilities give off a Faint Aura, those that possess a caster level between 6th-11th give off a Moderate Aura, those that possess a caster level of between 12th-20th give off a Strong Aura, and those that possess a caster level of 21st+ give off an Overwhelming Aura.

Mental Paralyzes (Su): In addition to the physical paralyzes caused by the Talrathian Mages paralyzing spell, a creature also becomes mentally paralyzed as well. Creatures struck by a talrathian mages paralyzing spell have effective Intelligence, Wisdom, and Charisma scores of 0 until the paralyzing spell wears off.