Council Mage


"The earth itself answers our call -- with it, there is no mountain that we cannot overcome, no challenge that we cannot crush. Behold the fury of the Council, and watch the Waste overtake you."
-- Ellisin bin Oab, Former Council Member


Council Mage is a title earned by serving on the Arcane Council of the empire of Vendigroth -- the class of Council Mage is not unique to Council members, but they are the most powerful examples of it. A Council Mage is one who derives power from stone and sand. They are ever seeking after more power, and selfish with what they have.

To become a Council Mage means embracing the power that flows from the earth. Once it has been confirmed that the applicant has the proper magical powers, they must undergo a rigorous training regimen designed to ensure loyalty to the Arcane Council and its head, Omari.


Entry Requirements
Skills: Spellcraft 6 ranks
Feats: Earth Affinity
Spells: Able to prepare at least 3rd-level arcane spells, and know at least three spells with the Acid descriptor or on the Desert or Earth spell lists.


Class Features

BAB: 1/2
Saves: Good Will; Bad Fort, Ref


Spells per day/Spells Known: When a new mage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of mage to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

Weapon and Armor Proficiency: Council Mages gain no weapon or armor proficiencies.

Earthen Hide(1)(Ex): As a result of the Mage's close communion with the earth and desert, his skin has become significantly thicker and more resistant. He gains a +1 to his Natural Armor, increasing to +2 at level 3 and +3 at level 5

Attuned To Stone (2): The Mage has become learned to draw extra power for spells from the environment around them. While standing on stone or sand, the Mage gains a +1 to their caster level for all spells.

Spontaneous Summoning(2)(Sp): By expending a spell of X rank, the Mage can spontaneously cast Summon Monster X to summon a creature with the Earth or Desert descriptor, of appropriate difficult. Examples for such creatures for different ranks as shown here.

Craft Construct(3): On reaching level three, the Mage gains the Craft Construct feat, along with the knowledge of how to construct Stone Golems.

Earthen Nature(4)(Ex): The Mage has spent enough time working with the earth and the desert that it shows through to those so attuned. In dealing with creatures with the Earth or Desert descriptor, he gains a +2 on all Charisma checks, and a +4 on Bluff, Diplomacy, and Sense Motive checks.


Class Skills: Concentration(Con), Craft(Int), Knowledge(Arcana)(Int), Knowledge(Planes)(Int), Knowledge(Local)(Int), Spellcraft(Int)




Summon Monster I:
Badger
Vulture
Monstrous Scorpion (Small)
Horned Lizard

Summon Monster II:
Elemental, Small (earth)
Hyena

Summon Monster III:
Dire badger
Stone spike
Dire jackal

Summon Monster IV
:
Elemental, Medium (earth)
Earth mephit
Salt mephit
Dust Twister
Dustblight
Monstrous Scorpion(Large)
Giant Vulture

Summon Monster V
:
Ankheg
Elemental, Large (earth)

Summon Monster VI
:
Elemental, Huge (earth)
Xorn, average

Summon Monster VII
:
Elemental, greater (earth)
Xorn, elder

Summon Monster VIII
:
Dune stalker
Galeb duh

Summon Monster IX:

Elemental, elder