The blue mages, warrior-
Role: Blue mages has a unique set of skills and spells to provide tactical support over the battleground. Often trying to learn new spells from unique creatures, they aren’t afraid to get their hands dirty to acquire new knowledge.
Alignment: Any
Hit Die: d8
Starting Wealth: 4d6 × 10 gil (average 140 gil.) In addition, each character begins play with an outfit worth 10 gil or less.
Class Skills
The blue mage’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Skill Points Per Level: 6 + Int modifier
Class Main Ability Scores:
The blue mage mainly focuses on STR/DEX for martial combat, STR and INT for class features, and INT for their spellcasting.
Table: Blue Mage
Class Features
All of the following are class features of the blue mage.
Weapon and Armor Proficiency
Blue mages are proficient with all simple weapons including longswords, power rod, power staff, power flail, power pole, sword canes, and scimitars. Blue mages are proficient with light armor and light shields but can cause their spells with somatic components to fail.
Limit Breaks (Su)
At 1st level, the blue mage receives the Limit Breaks (Dual Azure Mastery and Scan Master).
Dual Azure Mastery (Su): This Limit Break allows the blue mage for a duration of 1 round + 1 round per four blue mage levels after 1st to cast two blue magic spells a round as a standard action. MP must be paid for both spells. This limit break requires only a swift action.
Scan Master (Su): This Limit Break coats the eyes of the blue mage with displays and integral information about all beasts she looks upon. For a duration of 1 round + 1 round per four blue mage levels after 1st, the blue mage can identify the elemental weaknesses, elemental resistances, elemental absorption, and elemental immunities of her foes, she also reduces their effectiveness by 1 stage (Absorb > Immunity > Resistance 20 > No Resistance > Weakness) for the duration with her attacks and blue mage spells. This limit break requires only a swift action.
Creature Magic
A blue mage has the power to gain new spells from creatures that have supernatural abilities by learning from them. The blue mage must witness the creature (not a blue mage) use its abilities for the blue mage to learn by making an appropriate Knowledge (see below) skill check or learn by being struck by the ability (she learns the spell automatically if she is struck by the spell of a creature and not a blue mage, even if she makes a save), she cannot learn by observing blue mage spells via the use of wondrous items or being cast by another blue mage. The initial skill check is DC 15 + 2 per spell level of the ability.
A blue mage begins play with 2 1st level blue mage spells of her choice. Each time a character attains a new blue mage level, she gains one spell of her choice to add to her list of spells (the free spell must be of a spell level she can cast). In addition, if a blue mage is created beyond the 1st level, she gains an additional spell of her highest spell level she has access to for each blue mage level after the 1st. Unlike the other mages, a blue mage cannot purchase or find scrolls to add spells to her spells known list, but she can learn new blue mage spells from another blue mage if taught.
- Arcana (dragons, magical beasts)
- Dungeoneering (aberrations, oozes)
- Engineering or Technology (constructs)
- Local (humanoids, monstrous humanoids)
- Nature (animals, fey, plants, vermin)
- Planes (outsiders)
- Religion (undead)
Once learned, the ability becomes a spell in the blue mage’s known spells list. See the monster’s description to find out the spell level of a creature’s supernatural abilities. The blue mage can learn spells above her spell level, but cannot cast those spells until she has attain the level to be able to cast them. The only limitation to this is the blue mage cannot learn Limit Breaks through the use of this ability. Any supernatural abilities learned through this ability that doesn’t have a duration will have a duration of 1 round per blue mage level. When a blue mage casts a spell that is always centered on herself, and is either a burst, spread, or has a radius, she may exclude herself from its effects.
To learn or cast a spell, the blue mage must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-
Blue Magery (Ex)
At 1st level and every four blue mage levels thereafter, a blue mage increases her power with her spells of 1st level or higher. This ability applies only to spells that she casts as a blue mage, not to those she might have by virtue of levels in another class. At each such opportunity, she can choose from the list of the following (with a maximum of 2 per):
- Analysis Mastery: This grants a +2 bonus to Knowledge checks for Analysis abilities. The first time the blue mage chooses this ability, Analysis requires only a move action to use. The second time the blue mage chooses this ability, Analysis requires only a swift action to use. (Cannot be obtained until 5th level.)
- Creature Knowledge Mastery: This provides a +2 insight bonus on all saving throws from creatures that have been Scanned. In addition, the blue mage may reroll any failed Knowledge check once per round.
- Natural Prowess: This increases the blue mage’s ability to hit with his natural weapons granted by Azure Physical Training by +2. In addition, the blue mage’s damage with his Azure Physical Training natural weapons improves by one step. (Cannot be obtained until 5th level.)
- Obscure Spell Mastery: This increases the DC for all of the blue mage’s spells by 1 as well as increases the difficulty in identifying her spells via Spellcraft skill by 2.
Spell Proficiency (Ex)
Blue mages are considered to have the Precise Shot feat while casting spells, using class features that require ranged touch or using any magical items that require ranged touch.
Cantrips
Blue mages learn a number of cantrips, or 0-
Scan (Su)
At 2nd level, as a swift action, the blue mage can scan a creature within 60 feet to find out if it has a supernatural ability she can learn from. The blue mage must make a Knowledge (of the appropriate type) skill check (DC 15 + the CR of the creature) to know what abilities can be learned.
Favored Enemy (Ex)
At 2nd level, a blue mage selects a creature type from the blue mage favored enemies table. She gains a +2 bonus on Knowledge, Perception, Sense Motive, and Survival checks against creatures of her selected type. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them.
At 7th level and every five blue mage levels thereafter (12th and 17th level), the blue mage may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the blue mage chooses humanoids or outsiders as a favored enemy, she must also choose an associated subtype. If a specific creature falls into more than one category of favored enemy, the blue mage’s bonuses do not stack; she simply uses whichever bonus is higher.
Table: Favored Enemies
Type (Subtype) |
---|
Aberration |
Animal |
Construct |
Dragon |
Fey |
Humanoid (subtype) |
Magical beast |
Monstrous humanoid |
Ooze |
Outsider (subtype) |
Plant |
Undead |
Vermin |
Azure Talents
As a blue mage gains experience, she learns a number of talents that assist her in manipulating spells and other forms of magic. At 2nd level and every two levels thereafter, a blue mage gains one azure talent. A blue mage cannot select an individual talent more than once. Talents marked with an asterisk add effects to a blue mage’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.
- A complete list of azure talents can be found here: Azure Talents
Armored Mage (Ex)
At 3rd level, normally, armor of any kind interferes with a spell-
Analysis (Ex or Su)
Also at 3rd level, usable per day equal to 3 + the blue mage’s Intelligence modifier, a blue mage can draw upon her intuitive ability to read a creature’s essence, granting her and her allies benefits against the creatures they face. Using analysis abilities require a standard action which doesn’t provoke attacks of opportunity. A blue mage unlocks new analysis abilities as her level increases. The blue mage’s analysis can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the blue mage must be aware of the creature’s presence, although she need not have a line of sight to it. The effects of analysis last for 1 round per blue mage level, unless stated otherwise. To affect her allies, they must be within 30 feet of the blue mage. Using analysis requires an appropriate Knowledge skill check DC 10 + the CR of the creature. Analysis can only be used once against any given creature per encounter.
Lucubrate (Ex): The blue mage learns the general combat behaviors of creatures of that race, granting her allies a +1 competence bonus on attack rolls made against them. If the blue mage succeeds on her Knowledge check by 5 or more, then this bonus increases to +2. If the blue mage succeeds on her Knowledge check by 10 or more, then this bonus increases to +3. If the blue mage succeeds on her Knowledge check by 20 or more, then this bonus increases to +4.
Mettle (Ex): Starting at 7th level, the blue mage can use her analysis to help her allies fight off the dangerous abilities of other creatures. Allies within 30 feet of the blue mage gain a +1 competence bonus on saving throws against the affected creature’s abilities. If the blue mage succeeds on her Knowledge check by 5 or more, then this bonus increases to +2. If the blue mage succeeds on her Knowledge check by 10 or more, then this bonus increases to +3. If the blue mage succeeds on her Knowledge check by 20 or more, then this bonus increases to +4.
Foreknowledge (Su): Starting at 11th level, a blue mage can teach her allies how to avoid attacks from the target creature. Unlike other analysis abilities, this ability can be used only against a single creature. On a successful Knowledge check, she grants them a +1 dodge bonus to AC against that creature. If the blue mage succeeds on her Knowledge check by 5 or more, then this bonus increases to +2 AC. If the blue mage succeeds on her Knowledge check by 10 or more, then this bonus increases to +3 AC. If the blue mage succeeds on her Knowledge check by 20 or more, then this bonus increases to +4 AC.
Flummox (Su): By raking the essence of the target creature, a blue mage of 15th level or higher can dazzle a target creature for 1 round. Like the Foreknowledge ability, flummox can be used only against a single creature. On a successful Knowledge check, the creature must make a Will save (DC 10 + half of the blue mage’s level + her Intelligence modifier) or be dazed for 1 round. If the blue mage succeeds on her Knowledge check by 5 or more, the creature must make a Will save (DC 10 + half of the blue mage’s level + her Intelligence modifier) or be affected by the Immobilize status for 1 round. If the blue mage succeeds on her Knowledge check by 10 or more, the creature must make a Will save (DC 10 + half of the blue mage’s level + her Intelligence modifier) or be affected by the Disable status for 1 round. If the blue mage succeeds on her Knowledge check by 20 or more, the creature must make a Will save (DC 10 + half of the blue mage’s level + her Intelligence modifier) or be stunned for 1 round.
Puissance (Ex): Starting at 19th level, a blue mage can direct her allies to attack vital spots of her enemies. On a successful Knowledge check, she grants them a bonus to damage rolls made against the target creatures equal to 1d6 points of damage. If the blue mage succeeds on her Knowledge check by 5 or more, then this bonus increases to 2d6. If the blue mage succeeds on her Knowledge check by 10 or more, then this bonus increases to 3d6. If the blue mage succeeds on her Knowledge check by 20 or more, then this bonus increases to 4d6. Creatures that are immune to critical hits, are also immune to this ability.
Azure Physical Training (Ex)
At 4th level and every four levels thereafter, a blue mage gains abilities that emulate physical attacks of creatures. The blue mage can use these abilities at will.
Slam (Ex): The blue mage emulates a slam of a construct. The slam deals 1d4 (1d3 for small size, 1d6 for large size) points of damage + Strength modifier.
Bite (Ex): At 8th level, the blue mage emulates the bite of a wolf. The bite deals 1d6 (1d4 for small size, 1d8 for large size) points of damage + Strength modifier. If the blue mage hits with the bite attack, she can attempt to trip combat maneuver as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the blue mage.
Grab (Ex): At 12th level, the blue mage emulates the grab of a bear. If the blue mage hits with a slam or bite attack, she can attempt to start a grapple combat maneuver as a free action without provoking an attack of opportunity. This grab ability works only opponents that are at least her size category or smaller. The blue mage can then crush an opponent, dealing 1d6 (1d4 for small size, 1d8 for large size) points of damage + Strength modifier, after making a successful grapple combat maneuver per round.
Powerful Charge (Ex): At 16th level, the blue mage emulates the charge of a rhinoceros. The blue mage deals 1d8 (1d6 for small size, 1d10 for large size) points of damage + Strength modifier when she makes a charge.
Pounce (Ex): At 20th level, the blue mage emulates the pounce of a lion. When the blue mage makes a charge, it can follow up with a full attack.
Clear Mind (Ex)
At 5th level, a blue mage can regain her MP quicker. The blue mage must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. For example, she could be riding in the back of a carriage and benefit from this ability. The blue mage does not gain this recovery if she is asleep or unconscious. The blue mage regains 1 MP per hour. This increases by 1 for every five blue mage levels after 5th.
Azure Learning (Ex)
At 5th level, the blue mage receives a +1 bonus on all Knowledge checks. This bonus increases by +1 every five levels thereafter, to a maximum of a +4 bonus at 20th level.
Invoke (Su)
At 6th level, the blue mage can invoke a creature to use its spell-like or supernatural ability. The blue mage must know what the creature possesses for abilities by using the scan ability. If a creature has more than one ability, the blue mage can decide which one she wants the creature to use. The creature gets a Will save (DC 10 + half of the blue mage’s level + her Intelligence modifier) to negate this ability, if it fails, on its next turn, it will use its ability. This ability has a range of 60 feet and requires a move action which doesn’t provoke attacks of opportunity. This is a mind-affecting effect.
At 12th level, the blue mage’s ability to invoke a creature to use its abilities improves. The blue mage can use this ability as a swift action.
Refined Knowledge (Ex)
At 6th level, the blue mage can tap into her expanded knowledge about her enemies. Whenever the blue mage rolls a Knowledge skill check to identify a creature, she may roll twice and take the better result. If the blue mage has Knowledge skill unlock at 20 ranks, she, instead, rolls thrice and takes the better result.
I Know That Trick (Ex)
At 7th level, the blue mage gains a +1 bonus to her saving throws against any ability that she has learned as a blue magic spell. This bonus increases by +1 for every three additional blue mage levels beyond 7th level (+2 at 10th level, +3 at 13th, +4 at 16th, and +5 at 19th).
Azure Counter (Su)
Starting at 9th level, a blue mage can attempt to counter a monster’s special attack. If the blue mage knows the blue magic spell and has a readied action, she may make a caster level check against a DC of 11 + the monster’s CR. If she succeeds, the monster loses its action.
Advantageous Opportunity (Su)
At 9th level, when a blue mage casts a blue magic spell and any number of targets fail any of their saving throws against it, she can expend an attack of opportunity to use her analysis ability as a swift action. This ability can be used a number of times per day equal to 3 + her Intelligence modifier.
Libra (Su)
At 10th level, the blue mage can analyze a creature to find how much (current) hit points, (current) magic points, damage reduction, any resistances, and any weaknesses it possesses. A creature can resist the effects by making a Will save (DC 10 + half of the blue mage’s level + her Intelligence modifier). This ability has a range of 60 feet and requires a move action which doesn’t provoke attacks of opportunity. This ability can be used a number of times per day equal to 3 + her Intelligence modifier.
Simulation (Su)
At 11th level, the blue mage can copy any special qualities from creatures she has used the Libra ability on. As a standard action, usable per day equal to the blue mage’s Intelligence modifier, the blue mage may copy only one special quality from a creature at a time. The only special quality ability that cannot be copied is the creature type. Copying a creature’s special qualities overrides her own. This ability lasts for a number of rounds equal to 3 + the blue mage’s Intelligence modifier.
Advanced Azure Talents
At 12th, and every two levels thereafter, a blue mage learns further talents to assist her in manipulating spells and other forms of magic. She may choose one of the following advanced azure talents in place of an azure talent. Talents marked with an asterisk add effects to a blue mage’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.
- A complete list of advanced azure talents can be found here: Advanced Azure Talents
Easy Learning (Ex)
At 13th level, the blue mage can take 10 on all Knowledge checks, even if this is not normally allowed.
Improved Advantageous Opportunity (Su)
At 13th level, when a blue mage uses Advantageous Opportunity, she may use two different Analysis abilities as a swift action.
Seen It Before (Ex)
At 14th level, the blue mage is wise to all the tricks of her prey. The blue mage’s bonus from their I Know That Trick class feature now applies against any spells, spell-like abilities, and effects used by his favored enemies (this does not stack with I Know That Trick’s bonus if it would also be a spell she could learn).
Doublecast (Su)
At 15th level, a blue mage can cast two spells using one standard action. Both of the spells must have the same standard action casting time. The blue mage can make any decisions concerning the spells independently of each other. A blue mage receives a +4 bonus on caster level checks made to overcome spell resistance with these two spells. The blue mage may use this ability once per day at 15th level and one additional time per day at 20th level.
Azure Lore (Su)
At 17th level, three times per day, as a swift action, a blue mage may apply any single metamagic feat that she knows to a 6th-level blue magic spell or lower that she is about to cast. This does not alter the level of the spell or the MP cost.
1 MP Spell (Su)
At 18th level, three times per day, as a free action, a blue mage can reduce the cost of her next spell to 1 MP. This MP reduction is applied after any metamagic cost increases. Additional metamagic cannot be applied after this cost reduction.
Cerulean Focus (Su)
At 19th level, the blue mage increases the DC for every blue magic spell she casts by 1. She also adds this bonus to caster level checks made using her azure counter ability.
Assimilation (Su)
At 20th level, the blue mage absorb any special qualities from creatures she has used the Libra ability on. As a standard action, usable per day equal to the blue mage’s Intelligence modifier, the blue mage may absorb only one special quality from a creature at a time. A creature affected by this ability must make a Fortitude save (DC 10 + half of the blue mage’s level + her Intelligence modifier) or temporary loses its special quality ability. The only special quality ability that cannot be absorbed is the creature type. Absorbing a creature’s special qualities overrides her own. This ability lasts for a number of rounds equal to 3 + the blue mage’s Intelligence modifier. In addition, the blue mage learns the special quality ability and may be reused at any given time with a successful appropriate Knowledge skill check of DC 15 + the CR of the creature that uses up an assimilation ability usage.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have blue mage as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
- Dwarf: Add +1/4 bonus to damage to the blue mage’s natural attacks.
- Elvaan: Add +1/6 bonus to Knowledge (all) skill checks.
- Galka: Add +1/4 bonus to damage to the blue mage’s natural attacks.
- Genome: Add +1/6 bonus to Knowledge (all) skill checks.
- Half-Breed: Add one spell known from the blue mage spell list. This spell must be at least one level below the highest spell level the blue mage can cast.
- Hume: Add one spell known from the blue mage spell list. This spell must be at least one level below the highest spell level the blue mage can cast.
- Immortal: Add +1/6 bonus to Knowledge (all) skill checks.
- Kindred: Add +1/4 bonus to damage to the blue mage’s natural attacks.
- Kojin: Add +1/6 to the blue mage’s damage when casting any spells with the water descriptor.
- Lambkin: Add +1/6 bonus to Knowledge (all) skill checks.
- Matanga: Add +1/6 bonus to Knowledge (all) skill checks.
- Mithra: Add +1/6 bonus to Knowledge (all) skill checks.
- Moogle: Add +1/4 bonus to damage to the blue mage’s natural attacks.
- Nu Mou: Add +1/6 bonus to Knowledge (all) skill checks.
- Qu: Add +1/6 bonus to Knowledge (all) skill checks.
- Ronso: Add a +1/2 bonus on concentration checks made to cast defensively.
- Seto Lion: Add +1/6 bonus to Knowledge (all) skill checks.
- Tarutaru: Add +1/6 bonus to Knowledge (all) skill checks.
- Viera: Add one spell known from the blue mage’s spell list. This spell must be at least one level below the highest-
level spell the blue mage can cast.
Archetypes
- A complete list of blue mage archetypes can be found here: Blue Mage Archetypes