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Green Mage

The green mage lends support on the battlefield, shielding allies and crippling foes.

The green mage is an archetype of the scholar class.

Weapon Proficiency

Green mages are proficient with all simple weapons plus flails, light hammers, warhammers, and heavy flails.

This ability replaces the scholar’s normal weapon proficiencies.

Martial Prowess

A green mage’s base attack bonus increases by one step (from 1/2 BAB to 3/4 BAB). Also increases green mage’s hit dice from d6 to d8.

This ability replaces sprite familiar.

Limit Breaks (Su)

At 1st level, the green mage receives the Limit Breaks (Enfeeblement Cloud and Turtle Shell).

Enfeeblement Cloud (Su): This Limit Break allows the green mage to inflict status effects upon all enemies within a 30-ft.-radius. Enemies within the area of effect are inflicted with Blind (Fortitude), Curse (Will), Disease (Fortitude), Immobilize (Fortitude), Poison (Fortitude), Sap (Fortitude), Silence (Will), Slow (Will), and Zombie (Fortitude) status unless they make a save for each status effect (DC 10 + half of the green mage’s level + her Intelligence or Wisdom modifier) to negate. Duration for each status lasts for a duration of 1 round + 1 round per four green mage levels after 1st.

Turtle Shell (Su): This Limit Break bestows the green mage and her allies within 30 feet a magical glowing turtle shell. For a duration of 1 round + 1 round per four scholar levels after 1st, the green mage and her allies that are within the area of effect gain Fast Healing 2, damage reduction 2/-, and a +2 deflection bonus to AC. These effects increase by +2 for every four scholar levels after 1st. This limit break requires only a swift action.

These abilities replace the scholar’s standard Limit Breaks. 

Spells

A green mage casts enfeebling and enhancing spells which are drawn from any spell lists except for summoner and blue mage. A green mage begins play with 1 1st level enfeebling spell and 1 1st level enhancing spell of her choice. At each new scholar level, she gains one new spell of any spell level or levels that she can cast (based on her new scholar level). Like most mages, a green mage can find or purchase scrolls with spells to add to her repertoire.

To learn or cast an enfeebling spell, the green mage must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a green mage’s enfeebling spell is 10 + the spell level + her Intelligence modifier. In addition, a green mage gains additional MP for having a high attribute (Intelligence).

To learn or cast an enhancing spell, the green mage must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a green mage’s enhancing spell is 10 + the spell level + her Wisdom modifier. In addition, a green mage gains additional MP for having a high attribute (Wisdom).

This ability modifies spellcasting.

Hammer Time (Su)

Beginning of 1st level, hammers and maces become deadly weapons in the hands of a green mage. While under Enhancing Arts, the green mage gains a +1 bonus to attack and damage rolls with hammer and mace weapons for every four scholar levels after 1st. While under Enfeebling Arts, the green mage bestows a -1 penalty to attack and damage rolls to enemies adjacent to her for every four scholar levels after 1st.

This ability replaces grimoire.

Enhancing Arts/Enfeebling Arts (Su)

Starting at 1st level, as a standard action, a green mage can activate or deactivate the Enhancing Arts or Enfeebling Arts. She may only use Enhancing Arts or Enfeebling Arts abilities while in the Enhancing/Enfeebling Arts. While in either Light/Enfeebling Arts, she gains the bonuses as dictated in the “Bonuses” column of the following table, but she also has penalties when casting spells associated with the opposite art. This is indicated in the “Penalties” column of the following table:

Table: Enhancing Arts/Enfeebling Arts Bonuses/Penalties

Current FormBonusesPenalties
Enhancing ArtsAll enhancing spells’ effects are increased by a +1 bonus of the appropriate type per four scholar levels.

All enhancing spells' durations are increased by 1 per four scholar levels.

All enhancing spells' caster level are increased by 1 per four scholar levels.

The save DC for all enhancing spells is increased by 1 per four scholar levels.

The caster level checks made to overcome a creature's spell resistance is increased by 1 per four scholar levels for enhancing spells.
All enfeebling spells’ effects are decreased by a -1 penalty of the appropriate type to a minimum of 1 per four scholar levels.

All enfeebling spells' durations are decreased by 1 per four scholar levels to a minimum of 1.

All enfeebling spells' caster level are decreased by 1 per four scholar levels.

The save DC for all enfeebling spells is decreased by 1 per four scholar levels.

The caster level checks made to overcome a creature's spell resistance is decreased by 1 per four scholar levels for enfeebling spells.
Enfeebling ArtsAll enfeebling spells’ effects are increased by a +1 penalty of the appropriate type per four scholar levels.

All enfeebling spells' durations are increased by 1 per four scholar levels.

All enfeebling spells' caster level are increased by 1 per four scholar levels.

The save DC for all enfeebling spells is increased by 1 per four scholar levels.

The caster level checks made to overcome a creature's spell resistance is increased by 1 per four scholar levels for enfeebling spells.
All enhancing spells’ effects are decreased by a -1 penalty of the appropriate type to a minimum of 1 per four scholar levels.

All enhancing spells' durations are decreased by 1 per four scholar levels to a minimum of 1.

All enhancing spells' caster level are decreased by 1 per four scholar levels.

The save DC for all enhancing spells is decreased by 1 per four scholar levels.

The caster level checks made to overcome a creature's spell resistance is decreased by 1 per four scholar levels for enhancing spells.

At 7th level, a green mage can switch between Enhancing Arts and Enfeebling Arts as a move action instead of a standard action. At 13th level, a green mage can switch between Enhancing Arts and Enfeebling Arts as a swift action.

This ability replaces light arts/dark arts.

Enhancing Arts: Intensify (Su)

At 3rd level, 3 times per day, as a move action, a green mage may reduce the MP cost of her next enhancing spell to 0.

This ability replaces light arts: penury.

Enfeebling Arts: Debilitate (Su)

At 3rd level, 3 times per day, as a move action, a scholar may reduce the MP cost of her next enfeebling spell to 0.

This ability replaces dark arts: parsimony.

Enhancing Arts: Auto-Spell (Su)

At 7th level, 3 times per day, a green mage can take an enhancing spell up to half of the spell levels she knows and turn it into an Auto-spell. An auto-spell lasts for 1 hour per four scholar levels, and renews itself if it is dispelled.

This ability replaces light arts: accession.

Enfeebling Arts: Continuous-Spell (Su)

At 7th level, 3 times per day, a green mage can take an enfeebling spell up to half of the spell levels she knows and turn it into a Continuous-spell. A Continuous-spell attempts to renew itself once the duration of the enfeebling spell runs its course. The inflicted creature must make the same saving throw to negate.

This ability replaces dark arts: manifestation.

Enhancing Arts: Fleetness (Su)

At 11th level, 3 times per day, a green mage may cast an enhancing spell as a swift action.

This ability replaces light arts: celerity.

Enfeebling Arts: Rapidity (Su)

At 11th level, 3 times per day, a green mage may cast an enfeebling spell as a swift action.

This ability replaces dark arts: alacrity.

Enhancing Arts: Exuberance (Su)

At 15th level, 3 times per day, as a move action, a green mage can double the bonuses of her next enhancing spell.

This ability replaces light arts: rapture.

Enfeebling Arts: Effervescence (Su)

At 15th level, 3 times per day, as a move action, a green mage can double the penalties or damage of her next enfeebling spell.

This ability replaces dark arts: ebullience.

Infectious Enfeeblement (Su)

At 20th level, a green mage’s enfeebling spells becomes infectious. A creature with a status effect inflicted by the green mage can inflict other creatures within a 10-ft.-radius. As a free action, a green mage can choose a creature to infect with the same spell that was inflicted on a creature within 10-ft. of it.

This ability replaces magical supremacy.